On the topic of Revised to 2nd ed conversions.....
Moderators: Immortals, Supreme Beings, Old Ones
- Reagren Wright
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- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
- dragon_blaze_99
- Hero
- Posts: 902
- Joined: Wed Dec 08, 2004 11:01 am
- Location: Kreelock via Wetaskiwin Alberta,Canada
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
- dragon_blaze_99
- Hero
- Posts: 902
- Joined: Wed Dec 08, 2004 11:01 am
- Location: Kreelock via Wetaskiwin Alberta,Canada
Name: Endiku Occ: Immortal Godling (minor Deity) HT: 7’5” WT: 700 Lbs
Alignment: Unprincipled Level: 15th Man at Arms
IQ 8 HF 12 AR 12
ME: 19 HP: 345
MA: 15 SDC: 455 MDC: 1600
PS: 60 (supernatural) PPE: 131
PP: 21
PE: 26
PB: 15
Spd: 58 (40mph)
Mega powers: Immortality and Tremendous Strength
Super abilities: 5 Minor 1Major
Minor power: Night vision, minor power: Extraordinary leaping: 2405’ long and 1203 up fall up to 4810’, minor power: Feral 2 times normal vision, extra leaping 1d6 damage teeth, , minor power: Horror Factor ( late blooming power on HF 12), , minor power: Energy resistance immune to first 20 point of damage in round ½ after.
Major power: Regeneration; ultima has already used up 1 of total Regenerations. Heal 42d6 per 10 minutes (including immortality) double when sleeping or meditating, no scarring and can regenerate lost limbs ect. Impervious to disease, on 25% of poison and drug effects if save roll is failed.
Skills of note: All wilderness, First aid. Detect ambush, detect concealment, track animals and humanoids, wilderness survival, Dragonese, Sumerian, and Akkadian at 98%, Streetwise: 80%, Wrestling, WP Sword level 15, WP Blunt level 15 and Paired weapons
Hand to Hand: Martial Arts
Attacks: 10 Initiative: + 7, Damage: + 49, Strike: + 5, Parry + 8, Dodge + 8 , Roll with punch +4, Pull punch + 8, Disarm +2, KO/Stun 18-20, Critical on18-20, Death Blow 16-20, Body flip/throw, All Kicks, All jump kicks, Leap attack,
Restrained Punch: 5D6+49, Full Strength Punch: 1D6x10+59, Power Punch: 2D6x10+69 (two actions) +1D6 damage on all Kicks. Teeth 1D6 damage
Saving throws: +22% vs coma/death, +2 vs psioncs / insanities, +10 vs poison, +8 vs drugs, + 9 vs magic’s, +6 vs Possession, + 16 vs horror factor.
Story see pantheons of the megaverse page 56
running a PF/HU game and need him so thought I post it
Alignment: Unprincipled Level: 15th Man at Arms
IQ 8 HF 12 AR 12
ME: 19 HP: 345
MA: 15 SDC: 455 MDC: 1600
PS: 60 (supernatural) PPE: 131
PP: 21
PE: 26
PB: 15
Spd: 58 (40mph)
Mega powers: Immortality and Tremendous Strength
Super abilities: 5 Minor 1Major
Minor power: Night vision, minor power: Extraordinary leaping: 2405’ long and 1203 up fall up to 4810’, minor power: Feral 2 times normal vision, extra leaping 1d6 damage teeth, , minor power: Horror Factor ( late blooming power on HF 12), , minor power: Energy resistance immune to first 20 point of damage in round ½ after.
Major power: Regeneration; ultima has already used up 1 of total Regenerations. Heal 42d6 per 10 minutes (including immortality) double when sleeping or meditating, no scarring and can regenerate lost limbs ect. Impervious to disease, on 25% of poison and drug effects if save roll is failed.
Skills of note: All wilderness, First aid. Detect ambush, detect concealment, track animals and humanoids, wilderness survival, Dragonese, Sumerian, and Akkadian at 98%, Streetwise: 80%, Wrestling, WP Sword level 15, WP Blunt level 15 and Paired weapons
Hand to Hand: Martial Arts
Attacks: 10 Initiative: + 7, Damage: + 49, Strike: + 5, Parry + 8, Dodge + 8 , Roll with punch +4, Pull punch + 8, Disarm +2, KO/Stun 18-20, Critical on18-20, Death Blow 16-20, Body flip/throw, All Kicks, All jump kicks, Leap attack,
Restrained Punch: 5D6+49, Full Strength Punch: 1D6x10+59, Power Punch: 2D6x10+69 (two actions) +1D6 damage on all Kicks. Teeth 1D6 damage
Saving throws: +22% vs coma/death, +2 vs psioncs / insanities, +10 vs poison, +8 vs drugs, + 9 vs magic’s, +6 vs Possession, + 16 vs horror factor.
Story see pantheons of the megaverse page 56
running a PF/HU game and need him so thought I post it
The mind is the gateway to the future
Ethics are so annoying. I avoid them on principle
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
- dragon_blaze_99
- Hero
- Posts: 902
- Joined: Wed Dec 08, 2004 11:01 am
- Location: Kreelock via Wetaskiwin Alberta,Canada
their not even close and if they try to fight him they will be rolling up new charactersReagren Wright wrote:Hmm dragon that is one nasty guy for Palladium Fantasy. I hope the
heroes are similiar in nature .
In a few days I'll have some more guys up, some heroes and a villain.
They are not exactly conversions but dragon suggestion got the
imagination stiring
The mind is the gateway to the future
Ethics are so annoying. I avoid them on principle
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
- dragon_blaze_99
- Hero
- Posts: 902
- Joined: Wed Dec 08, 2004 11:01 am
- Location: Kreelock via Wetaskiwin Alberta,Canada
Reagren Wright wrote:Your my kind of GM . However, I hope they don't check the
boards. They might take advantage of seeing this guys stats.
thank you, but they tried to befriend him in the game last night although 2 PC wish to "spare/wrestle him so that should be fun
The mind is the gateway to the future
Ethics are so annoying. I avoid them on principle
- dragon_blaze_99
- Hero
- Posts: 902
- Joined: Wed Dec 08, 2004 11:01 am
- Location: Kreelock via Wetaskiwin Alberta,Canada
Name: Phobos Occ: Immortal Greek Godling (Renegade)
HT:6’7” WT: 260 Lbs
Alignment: Diabolic Level: 10th
IQ: 17 HF 15 AR 14
ME: 19 HP: 380
MA: 12 SDC: 489 MDC: 1738
PS: 39 (supernatural) PPE: 249
PP: 18
PE: 20
PB: 15
Spd: 23 (15mph)
Mega powers: Immortality
Super abilities: 7 Minor 1Major (due to godling)
Minor power: Night vision, minor power: Horror Factor, minor power: lightning reflexes, minor power: sense death & destruction, minor power: impervious to poisons & toxins, minor power: impervious to cold & freezing, minor power: impervious to disease & illness.
Major power: Invisibility
Skills of note: Horsemanship: 89%, Lore: Demons & monsters: 98%, Land navigation: 89%, Wilderness survival: 93%, Speak read and write Dragonese, Ancient Greek, modern Greek , Atlantean , English, Spanish: 98%, Boxing, Wrestling, Athletics,
WP Sword +3 strike +3 parry, WP Blunt +3 strike +3 parry and WP Energy Rifle.
Hand to Hand: Martial Arts
Attacks: 10 Initiative: + 8, Damage: + 24, Strike: + 4, Parry + 8, Dodge + 8 ,Auto dodge +3, Roll with punch +7, Pull punch + 11, Disarm +3, KO/Stun 20, Critical or pin on18-20, Body flip/throw, All Kicks, All jump kicks, Leap attack,
Restrained Punch: 3D6+24, Full Strength Punch: 6D6+24, Power Punch: 1D6x10+34 (two actions)
Saving throws: +10% vs coma/death, +2 vs psioncs / insanities, +5 vs non lethal drugs,
+ 9 vs magic’s, +6 vs Possession, + 16 vs horror factor.
Personal Equipment:
Indestructible Long Sword Demon Slayer: 3D6 vs mortals, 1D6X10 vs demon and the undead.
Laser Rifle (Taken of a CS police officer) 1800’ range 5D6 Damage Shot 20 clips 4
Plastic Plate Armor AR 13 SDC 80 (more for show then protection)
Story see pantheons of the megaverse page 100
one more (once you start it's hard to stop)
HT:6’7” WT: 260 Lbs
Alignment: Diabolic Level: 10th
IQ: 17 HF 15 AR 14
ME: 19 HP: 380
MA: 12 SDC: 489 MDC: 1738
PS: 39 (supernatural) PPE: 249
PP: 18
PE: 20
PB: 15
Spd: 23 (15mph)
Mega powers: Immortality
Super abilities: 7 Minor 1Major (due to godling)
Minor power: Night vision, minor power: Horror Factor, minor power: lightning reflexes, minor power: sense death & destruction, minor power: impervious to poisons & toxins, minor power: impervious to cold & freezing, minor power: impervious to disease & illness.
Major power: Invisibility
Skills of note: Horsemanship: 89%, Lore: Demons & monsters: 98%, Land navigation: 89%, Wilderness survival: 93%, Speak read and write Dragonese, Ancient Greek, modern Greek , Atlantean , English, Spanish: 98%, Boxing, Wrestling, Athletics,
WP Sword +3 strike +3 parry, WP Blunt +3 strike +3 parry and WP Energy Rifle.
Hand to Hand: Martial Arts
Attacks: 10 Initiative: + 8, Damage: + 24, Strike: + 4, Parry + 8, Dodge + 8 ,Auto dodge +3, Roll with punch +7, Pull punch + 11, Disarm +3, KO/Stun 20, Critical or pin on18-20, Body flip/throw, All Kicks, All jump kicks, Leap attack,
Restrained Punch: 3D6+24, Full Strength Punch: 6D6+24, Power Punch: 1D6x10+34 (two actions)
Saving throws: +10% vs coma/death, +2 vs psioncs / insanities, +5 vs non lethal drugs,
+ 9 vs magic’s, +6 vs Possession, + 16 vs horror factor.
Personal Equipment:
Indestructible Long Sword Demon Slayer: 3D6 vs mortals, 1D6X10 vs demon and the undead.
Laser Rifle (Taken of a CS police officer) 1800’ range 5D6 Damage Shot 20 clips 4
Plastic Plate Armor AR 13 SDC 80 (more for show then protection)
Story see pantheons of the megaverse page 100
one more (once you start it's hard to stop)
Last edited by dragon_blaze_99 on Sat Aug 04, 2007 2:45 pm, edited 1 time in total.
The mind is the gateway to the future
Ethics are so annoying. I avoid them on principle
- dragon_blaze_99
- Hero
- Posts: 902
- Joined: Wed Dec 08, 2004 11:01 am
- Location: Kreelock via Wetaskiwin Alberta,Canada
his HP and SDC are their and some people do Skraypers MDC I don't but some do. also the original charcters both had HP/SDC and MDC listedMephisto wrote:sorry dragon_blaze but MDC in an HU2 forum? That just doesn't fly with some of us...
The mind is the gateway to the future
Ethics are so annoying. I avoid them on principle
- dragon_blaze_99
- Hero
- Posts: 902
- Joined: Wed Dec 08, 2004 11:01 am
- Location: Kreelock via Wetaskiwin Alberta,Canada
Mephisto wrote:dragon_blaze_99 wrote:his HP and SDC are their and some people do Skraypers MDC I don't but some do. also the original charcters both had HP/SDC and MDC listedMephisto wrote:sorry dragon_blaze but MDC in an HU2 forum? That just doesn't fly with some of us...
Oh sorry I missed that...the character stats are kind of hard to read.
thats cool sorry for being snappy
The mind is the gateway to the future
Ethics are so annoying. I avoid them on principle
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Okay dragon, I used your idea and came up with some Norse god types
that could be fun to play with. So no these are not conversions but in
the spirit of what I did with the Olympian Club. So enjoy the Warriors of
Valhalla.
THE WARRIORS OF VALHALLA
Ragnarok was the end of the world, the destruction of gods and humans
by evil monsters. The benevolent gods of Asgard battled the evil god Loki,
villainous giants, and the great beasts of doom. Odin, the king of the
gods, fought the giant wolf Fenir but had his throat torn out. Heimdall the
Guardian of the rainbow bridge to Midgard (Earth) battled Loki, but the
two impaled each other with their swords. Tyr the one handed god of
law and order was attacked by Garm the wolf that guarded the gates of hell. He rip
Tyr’s throat yet he died from swallowing Tyr’s sword. The great champion
of men, Thor the Thunder God, battled the world serpent Jormungand but
he drown in the great serpent’s venom, yet the creature died from the
god’s massive blows from his enchanted hammer Mjolnir. Thousands of
other gods died fighting the giants in the gruesome battle.
Humankind meanwhile was dying all over the world as the land began to be covered
in ice. Finally, the fire giant Surt flung flames in all direction destroying
Asgard and Midgard, causing the world to sink into the sea and all life
vanished.
Odin’s son Vidar, called the silent and slow witted, proved his worth by
slaying Fenrir wolf. Afterward, he and his younger stepbrother Váli sought
shelter in a dimensional pocket. They stayed there until the Norns, three
women who know the fate of gods and humans, told them they could
return. When they did so, the two gods discovered themselves on an
Earth full of modernization and technology. Humans no longer
worshipped pantheons of gods, especially those from Scandinavia
and Germany. In fact, they were considered mere myths and legends.
To the horror of the two gods, they learned that their world had been destroyed,
and the great tree Yggdrasil had sent them to an alternative
Earth dimension, the world of Heroes Unlimited. Nevertheless, the two
god brothers were determined to make the best of it.
However, the moment their feet touched earth, the Norns proclaimed
that both sons of Odin could not rule the world of humanity, there could
be only one. In order to decide between them, a contest would arise.
The gods would do battle with one another, each could choose
companions to aid him, but in the end one side will win and the other
will lose, and those who lose shall die. Vidar and Váli both professed
brotherly love for each other, and refused to participate. Therefore,
the Norns decided to punish them both. They transformed Váli into a
monstrous wolf. Right away, he attacked his brother violently, tearing
out parts of his intestines and devouring them. This forced Vidar to
realize he had no choice but to track down his brother and destroy
him before he became a menace to the human world.
Vidar traveled the world searching for champions. The first was
Lars Olsson, a construction worker who came across Mjölnir, the
hammer of Thor. The moment he touched it, he transformed into a
god like being. Vidar met him and proclaimed him Modi, the heir of
Thor. Later Vidar met a high school graduate who survived Váli attack
on his car, which killed his parents. It also resulted in an accident that caused him to go blind.
The moment Vidar placed his hand on the boy’s shoulder
he changed into a demigod. Vidar proclaimed him
Hoder the Blind. Still later, Vidar met an Irish rugby player Alister
Boohan who was injured in a mountain climbing accident in Iceland.
As he lay dying from exposure, the spirit of Odin appeared before him
and transformed him into a powerful warrior. When Vidar met him,
he immediately recognized his father’s enchantment so he named
him Honir the Berserker. Finally, a French fashion model Blaire
Jehan found the magical necklace that once belonged to Freyja,
the goddess of love and beauty. Reluctant at first to give up her
career, she eventually joined Vidar when Váli attacked her.
The spirit of Odin bestowed two wondrous gifts to his son. It sent
his two magical ravens Huginn and Munnin to serve as his messengers
and constant companions. They in turn told Vidar to go to Germany
where he came across a farm with a horse with six legs. Vidar was
convinced the animal was his father’s horse Sleipnir reincarnated.
He took the horse with him yet.
With his group complete, Vidar set out on his task to find his
murderous brother and destroy him. Already Váli has killed dozens
of people and cause significant damage all across the world,
spreading widespread chaos and panic. Despite all attempts, no
weapon or technology of mortal creation can do anything to harm
or imprison this beast. Only Vidar and the Warriors of Valhalla have
a chance to stop him, however the question is will they be able to
stop him before the wolf creates his own team of inhuman monsters
and/or super villains to oppose them. For as the spirit of Odin does
on occasion help the WoV, so does the spirit of Váli’s half-brother
Loki. Only one brother will survive and lead humanity to a new age
of peace and prosperity, and neither one plans on losing.
The Warrior of Valhalla base of operations is the Faeroe Islands, a
group of volcanic islands in the northern Atlantic Ocean between
Iceland and the Shetland Islands. Here they live in a large mansion
with plenty of land, which is used to raise sheep. They also own a
large yacht the Njord, a 280 foot (85.34 m) boat with a permanent
crew of twenty-six on-board. This boat has a modified engine on
board that allow the boat to go 31 mph (50 km/h or 26.9 knots) and
travel 8976 miles (14,361 km). It has the latest in nautical equipment
and gear.
that could be fun to play with. So no these are not conversions but in
the spirit of what I did with the Olympian Club. So enjoy the Warriors of
Valhalla.
THE WARRIORS OF VALHALLA
Ragnarok was the end of the world, the destruction of gods and humans
by evil monsters. The benevolent gods of Asgard battled the evil god Loki,
villainous giants, and the great beasts of doom. Odin, the king of the
gods, fought the giant wolf Fenir but had his throat torn out. Heimdall the
Guardian of the rainbow bridge to Midgard (Earth) battled Loki, but the
two impaled each other with their swords. Tyr the one handed god of
law and order was attacked by Garm the wolf that guarded the gates of hell. He rip
Tyr’s throat yet he died from swallowing Tyr’s sword. The great champion
of men, Thor the Thunder God, battled the world serpent Jormungand but
he drown in the great serpent’s venom, yet the creature died from the
god’s massive blows from his enchanted hammer Mjolnir. Thousands of
other gods died fighting the giants in the gruesome battle.
Humankind meanwhile was dying all over the world as the land began to be covered
in ice. Finally, the fire giant Surt flung flames in all direction destroying
Asgard and Midgard, causing the world to sink into the sea and all life
vanished.
Odin’s son Vidar, called the silent and slow witted, proved his worth by
slaying Fenrir wolf. Afterward, he and his younger stepbrother Váli sought
shelter in a dimensional pocket. They stayed there until the Norns, three
women who know the fate of gods and humans, told them they could
return. When they did so, the two gods discovered themselves on an
Earth full of modernization and technology. Humans no longer
worshipped pantheons of gods, especially those from Scandinavia
and Germany. In fact, they were considered mere myths and legends.
To the horror of the two gods, they learned that their world had been destroyed,
and the great tree Yggdrasil had sent them to an alternative
Earth dimension, the world of Heroes Unlimited. Nevertheless, the two
god brothers were determined to make the best of it.
However, the moment their feet touched earth, the Norns proclaimed
that both sons of Odin could not rule the world of humanity, there could
be only one. In order to decide between them, a contest would arise.
The gods would do battle with one another, each could choose
companions to aid him, but in the end one side will win and the other
will lose, and those who lose shall die. Vidar and Váli both professed
brotherly love for each other, and refused to participate. Therefore,
the Norns decided to punish them both. They transformed Váli into a
monstrous wolf. Right away, he attacked his brother violently, tearing
out parts of his intestines and devouring them. This forced Vidar to
realize he had no choice but to track down his brother and destroy
him before he became a menace to the human world.
Vidar traveled the world searching for champions. The first was
Lars Olsson, a construction worker who came across Mjölnir, the
hammer of Thor. The moment he touched it, he transformed into a
god like being. Vidar met him and proclaimed him Modi, the heir of
Thor. Later Vidar met a high school graduate who survived Váli attack
on his car, which killed his parents. It also resulted in an accident that caused him to go blind.
The moment Vidar placed his hand on the boy’s shoulder
he changed into a demigod. Vidar proclaimed him
Hoder the Blind. Still later, Vidar met an Irish rugby player Alister
Boohan who was injured in a mountain climbing accident in Iceland.
As he lay dying from exposure, the spirit of Odin appeared before him
and transformed him into a powerful warrior. When Vidar met him,
he immediately recognized his father’s enchantment so he named
him Honir the Berserker. Finally, a French fashion model Blaire
Jehan found the magical necklace that once belonged to Freyja,
the goddess of love and beauty. Reluctant at first to give up her
career, she eventually joined Vidar when Váli attacked her.
The spirit of Odin bestowed two wondrous gifts to his son. It sent
his two magical ravens Huginn and Munnin to serve as his messengers
and constant companions. They in turn told Vidar to go to Germany
where he came across a farm with a horse with six legs. Vidar was
convinced the animal was his father’s horse Sleipnir reincarnated.
He took the horse with him yet.
With his group complete, Vidar set out on his task to find his
murderous brother and destroy him. Already Váli has killed dozens
of people and cause significant damage all across the world,
spreading widespread chaos and panic. Despite all attempts, no
weapon or technology of mortal creation can do anything to harm
or imprison this beast. Only Vidar and the Warriors of Valhalla have
a chance to stop him, however the question is will they be able to
stop him before the wolf creates his own team of inhuman monsters
and/or super villains to oppose them. For as the spirit of Odin does
on occasion help the WoV, so does the spirit of Váli’s half-brother
Loki. Only one brother will survive and lead humanity to a new age
of peace and prosperity, and neither one plans on losing.
The Warrior of Valhalla base of operations is the Faeroe Islands, a
group of volcanic islands in the northern Atlantic Ocean between
Iceland and the Shetland Islands. Here they live in a large mansion
with plenty of land, which is used to raise sheep. They also own a
large yacht the Njord, a 280 foot (85.34 m) boat with a permanent
crew of twenty-six on-board. This boat has a modified engine on
board that allow the boat to go 31 mph (50 km/h or 26.9 knots) and
travel 8976 miles (14,361 km). It has the latest in nautical equipment
and gear.
Last edited by Reagren Wright on Wed Sep 16, 2009 8:30 pm, edited 1 time in total.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
VIDAR
He is the son of the supreme god Odin and the giantess Gríd. For
most of his life, Vidar felt overshadowed by his older brothers Thor,
Loki, Balder, and Tyr. Before long, he began to suffer from self-doubt
that he would ever achieve their glory or fame. His quietness became
so prevalent that everyone in Asgard called him Vidar the Silent God.
The only person he would speak to on any given day was his younger
brother Váli, who looked up to him and believed that one day they
would amount to something. Finally, Vidar decided to draw upon
some courage and seek his destiny. He decided to seek out the Norns
and demand that they tell him his fate. Váli accompanied him on
the journey.
On the 2nd day of their journey, while Váli slept a beautiful maiden
approached the camp. Vidar recognized her as Verdandi, the second
youngest of the three Fates, the one who knew that which is happening.
She offered to tell him his fate if he spent the evening with her.
While Váli slept, Vidar went off with Verdandi to lay with her under
the stars. Just before morning, Verdandi whispered, “You and one
other will survive when Asgard falls and Migard is consumed by
flames and sinks beneath the sea.” She vanished. Now Vidar felt
even worst. He would survive Ragnarok, but only one other would
survive, would it be one of his brothers and what of his father? Vidar
became even more silent, as he had no choice but to keep silent over
the secret that he alone knew.
When the end of days came, Loki, the giants, and beast of doom
attacked, Vidar fought alongside his brothers and the other Asgard
gods valiantly. He’d hoped the tide of battle would turn in their favor,
but as fate predicted, it was not to be. One by one, his brothers
succeeded in slaying an enemy but died as well. Then the great wolf
Fenrir snuck up on his father and tore open his throat. Horror struck
Vidar charged the great wolf. It pounced upon him but Vidar caught
him by the jaws. He wrestled him to the ground, stepped down with
one foot on the lower jaw of the monster, grabbed his upper jaw in
one hand and tore his mouth apart, killing him. When Vidar turned
around to his horror he realized that he was the only Asgardian alive.
Then from out of no where his brother Váli appeared by his side, a
bloody mess and carrying the body of their step-mother Frigga. The
fire giant Surt appeared, and upon seeing his forces slain, he
summon forth massive walls of fire which he quadrupled in size
(already super charged from the massive ley line nexus energy).
Vidar grabbed his brother and told him to Gateway them to the
great tree Yggdrasil. They begged the great tree to shelter them
from the fire, and the tree did so, hiding them in a dimensional
pocket while Asgard and Migard were both destroyed.
Vidar and his brother stayed in the pocket for what seemed like
eternity finally they were released on an alternative Earth, where
the Asgard gods were considered mere myths and legends.
The two brothers decided at that moment that it didn’t matter. This
Earth would become the new Migard, and together they would rule it,
find wives, and father a new pantheon of Asgardians to protect it from
the forces of Chaos. Then suddenly the Norns appeared. They
proclaimed that both sons of Odin could not rule this world of humanity,
only one would be allowed to do so. In order to decide between them,
a contest would arise. The two would do battle with one another,
choosing champions of this world to aid him, but in the end one side
would win when the other killed his brother. Vidar and Váli were
horrorstruck and refused to comply. “If I must slay my brother,”
Vidar proclaimed, “then I rather join my father in Hel.” The Norns
didn’t take kindly to the objection. As an act of punishment, they
transformed Váli into a monstrous wolf and fed him Loki’s heart.
They bound Vidar in magical chains and forced him to watch.
Afterward they released him and his Váli. When Vidar went to his
brother’s side, he was attacked. With one great swipe of his claws,
Váli tore open Vider’s belly, pulled out parts of his intestines and
devouring them. Then the wolf used his Gateway powers and vanished.
Verdandi came to Vidar side and took him away to help him nurse his
wound. Vidar refused her care and damned her and her sisters. He
refused to fight his brother. She told him he didn’t have a choice, for
if he refused, Váli would in time destroy every man, woman, and child
of this Earth and claim the world for all manner of beasts and that
which pledged loyal to him. Realizing he had no choice, Vidar agreed.
The moment he healed his wounds, he set out on his task to find
champions, which he did, calling them the Warriors of Valhalla.
By all accounts Vidar is participating in the game and hoping to one
day become Earth’s ruler and humanity’s champion, but he’s note
entirely sure of himself or if he trust the Norns. Self-doubt and
indecision are once again ruling his head and heart. Furthermore, he
can’t decide if he wants to kill his brother, despite all the evil that
he’s causing and the threats he’s made to his life and the WoV. He
knows humankind and the WoV are counting on him, yet he seems
at time to wish that he’d died alongside his father and that someone
else would have taken up this cause.
Real Name: Vidar Wodenson
Aliases: Vincent Heg
Occupation: Champion of Asgard and Survivor of Ragnarok,
Protector of Humanity, Hopes to become Ruler of Heroes Unlimited Earth.
Alignment: Scrupulous
Power Category: Immortal (Godling).
Experience Level: 7th level.
Hit Points: 265 S.D.C.: 829 Natural A.R.: 14
P.P.E.: 178
Appearance: Vidar is a blonde-haired, clean-shaven man with
green eyes. He is very charismatic, athletically built (gymnast body),
and battle ready.
Attributes: I.Q. 17, M.E. 19, M.A. 17, P.S. 25/60 with boots
(supernatural), P.P. 20, P.E. 31, Spd. 37, P.B. 22
Age: Unknown, Sex: Male, Height: 7 feet (2.13 m), Weight: 345 lbs (155.25 kg)
Mega-Powers: Immortality.
Major Super Abilities: Grant Powers and Force Manipulation.
Minor Super Abilities: Extraordinary P.E., Iron Will, Enhanced
Leaping, and Disintegration.
Natural Abilities: Enhanced healing (4x faster then normal humans),
increase range of powers by 50%, and magical affects are only ½ their
normal duration. He is considered a supernatural being and has
supernatural attributes.
Vulnerability: All of his life, Vidar has sabotage himself at critical
moments, namely because he doubts his own abilities and he’s ruled
by indecision. During critical or high-pressure moments (battle, danger,
being watched by others), he becomes -15% to all skills, -3 to strike,
parry, dodge, initiative, and damage.
Combat Training: Martial Arts
Attacks per Melee: 8 (4 initial +3 from Hand to Hand +1 from boxing)
Combat Bonuses: +4 to initiative, +3 to strike, +9 to parry,
+9 to dodge, +10 to damage/+45 with boots, +9 to roll with punch/fall,
+8 to pull punch, and +2 disarm.
Saving Throws: He need a 12 or better to save vs. psionics,
+51% to save vs. coma/death, +8 to save vs. mind control, +5 to
save vs. illusion, +15 to save vs. magic, +2 to save vs. psionics, +5 to
save vs. insanity, +15 to save vs. possession, +8 to save vs. poison,
+14 to save vs. Horror Factor, and +5 to save vs. attacks that borrow,
negate, or cancel his super powers.
Combat Skills: Restrained Punch 2D4, Full Strength 3D6,
Power Blow 6D6 (2), Elbow/Forearm 4D6, Knee 2D6, Kick 6D6, Snap
Kick 3D6, Crescent Kick 5D6, Roundhouse Kick 1D4x10,
Tripping/Leghook (cannot be paired, must dodge or knockdown),
Jump Kick 2D4x10, Flying Jump Kick 1D6x10, Body Block/Tackle
2D6 + P.S. damage bonus (must parry/dodge or knockdown),
Pin 18-20, Crush 2D6, All Holds, Paired Weapons, Knockout on
a natural 20 (1D6 melees), and Critical strike on an unmodified roll
of 18-20.
(Vigor’s Boots): Restrained Punch 5D6, Full Strength 2D4x10, Power
Blow 3D6x10 (2), Elbow/Forearm 2D6x10, Knee 2D4x10, Kick 3D6x10,
Snap Kick 2D4x10, Crescent Kick 4D4x10, Roundhouse Kick 4D6x10,
Tripping/Leghook (cannot be paired, must dodge or knockdown),
Jump Kick 8D6x10, Flying Jump Kick 5D6x10, Body Block/Tackle
1D6x10 + P.S. damage bonus (must parry/dodge or knockdown),
Pin 18-20, Crush 1D6x10, All Holds, Paired Weapons, Knockout on a
natural 20 (1D6 melees), and Critical strike on an unmodified roll of
18-20
Other Bonuses: +3% to all skills, 45% trust/intimidate, and 60% charm/impress.
Educational Background: Military Specialist and has studied Earth extensively.
Common Skills: Read-Write/Speak Old Norse 97%/98%,
Mathematics: Basic 96%, Pilot: Horsemanship 71%/51%, Lore: Demon
& Monsters 68%, Archaeology 78%/58%, and Read-Write/Speak
German, English, Danish, Icelandic, Norwegian, and Dutch 98%
Basic Military Program: Running, Climbing 98%/93%,
Forced March, Military Etiquette 93%, and W.P. Sword.
Espionage Program: Hand to Hand: Martial Arts, Detect
Ambush 83%, Intelligence 78%, Wilderness Survival 88%, Detect Concealment 78%, and Tracking (people) 78%.
Physical Program: Boxing, Gymnastics, Prowl 73%, and Wrestling.
W.P. Program: Spear, Blunt, Axe, and Paired Weapons.
Secondary Skills: Outdoormanship, Pilot: Kayaking &
Canoes 81%, Astronomy & Navigation 68%, Land Navigation 67%,
Sewing 78%, Skin & Prepare Animal Hides 68%, Athlete, Swimming 78%,
Gambling (Standard) 43%, and Appraise Antiques 43%.
Money: Vidar has 32,000 euro dollars (44,169 U.S. dollars). He
has recently been able to acquire 90,000 U.S. dollars from accepting U.S.
S.C.R.E.T. freelance jobs.
Weapons:
A magic zweihander (a large German two-handed
sword). It does 5D6 points of damage and can project an ice blast. 4D6
per attack, Rate of Fire: 200 feet (61 m), Payload: Unlimited.
A magic Viking sword (two-edged steel blade with a
broad, shallow fuller). It does 2D6+2 points of damage. It has a +1 to
strike/parry, returns to its owner when thrown, and can turn the
wielder invisible (Invisibility: Simple) for one hour, but can only be
used 4x per 24 hours. This was Váli’s weapon. Vidar took it after their
first battle.
Disintegration Beams: Range: 82.5 feet, Damage:
3D6 per eye blast direct to Hit Points against living creatures, or
1D4x10 to inanimate objects, Attack per Melee: Counts as one melee
attack.
Force Manipulation Powers, Range: Increased by 50%
Equipment & Vehicles:
Vidar’s Leather Boots. His “thick shoe” consists of all
the leather waste pieces that people cut from their own shoes at the
toe and heel. They were collected by the god throughout his time prior
to Ragnarok and magically enchanted by the dwarves of the age.
Wearing these boots increases Vidar P.S. to 60 and allows him to
perform power attacks or brawling skills at half their normal attack
number, i.e., those that take four attack/actions cost only two.
He wears an out of date wardrobe (from Viking days) during the
day/night and when he goes into combat wears magical dwarf chain
male armor (A.R. 14 and 94 S.D.C.). The S.D.C. is constantly
restored after 24 hours). The chain male is weightless and noiseless.
The rest of his equipment and vehicles have already mentioned earlier.
He is the son of the supreme god Odin and the giantess Gríd. For
most of his life, Vidar felt overshadowed by his older brothers Thor,
Loki, Balder, and Tyr. Before long, he began to suffer from self-doubt
that he would ever achieve their glory or fame. His quietness became
so prevalent that everyone in Asgard called him Vidar the Silent God.
The only person he would speak to on any given day was his younger
brother Váli, who looked up to him and believed that one day they
would amount to something. Finally, Vidar decided to draw upon
some courage and seek his destiny. He decided to seek out the Norns
and demand that they tell him his fate. Váli accompanied him on
the journey.
On the 2nd day of their journey, while Váli slept a beautiful maiden
approached the camp. Vidar recognized her as Verdandi, the second
youngest of the three Fates, the one who knew that which is happening.
She offered to tell him his fate if he spent the evening with her.
While Váli slept, Vidar went off with Verdandi to lay with her under
the stars. Just before morning, Verdandi whispered, “You and one
other will survive when Asgard falls and Migard is consumed by
flames and sinks beneath the sea.” She vanished. Now Vidar felt
even worst. He would survive Ragnarok, but only one other would
survive, would it be one of his brothers and what of his father? Vidar
became even more silent, as he had no choice but to keep silent over
the secret that he alone knew.
When the end of days came, Loki, the giants, and beast of doom
attacked, Vidar fought alongside his brothers and the other Asgard
gods valiantly. He’d hoped the tide of battle would turn in their favor,
but as fate predicted, it was not to be. One by one, his brothers
succeeded in slaying an enemy but died as well. Then the great wolf
Fenrir snuck up on his father and tore open his throat. Horror struck
Vidar charged the great wolf. It pounced upon him but Vidar caught
him by the jaws. He wrestled him to the ground, stepped down with
one foot on the lower jaw of the monster, grabbed his upper jaw in
one hand and tore his mouth apart, killing him. When Vidar turned
around to his horror he realized that he was the only Asgardian alive.
Then from out of no where his brother Váli appeared by his side, a
bloody mess and carrying the body of their step-mother Frigga. The
fire giant Surt appeared, and upon seeing his forces slain, he
summon forth massive walls of fire which he quadrupled in size
(already super charged from the massive ley line nexus energy).
Vidar grabbed his brother and told him to Gateway them to the
great tree Yggdrasil. They begged the great tree to shelter them
from the fire, and the tree did so, hiding them in a dimensional
pocket while Asgard and Migard were both destroyed.
Vidar and his brother stayed in the pocket for what seemed like
eternity finally they were released on an alternative Earth, where
the Asgard gods were considered mere myths and legends.
The two brothers decided at that moment that it didn’t matter. This
Earth would become the new Migard, and together they would rule it,
find wives, and father a new pantheon of Asgardians to protect it from
the forces of Chaos. Then suddenly the Norns appeared. They
proclaimed that both sons of Odin could not rule this world of humanity,
only one would be allowed to do so. In order to decide between them,
a contest would arise. The two would do battle with one another,
choosing champions of this world to aid him, but in the end one side
would win when the other killed his brother. Vidar and Váli were
horrorstruck and refused to comply. “If I must slay my brother,”
Vidar proclaimed, “then I rather join my father in Hel.” The Norns
didn’t take kindly to the objection. As an act of punishment, they
transformed Váli into a monstrous wolf and fed him Loki’s heart.
They bound Vidar in magical chains and forced him to watch.
Afterward they released him and his Váli. When Vidar went to his
brother’s side, he was attacked. With one great swipe of his claws,
Váli tore open Vider’s belly, pulled out parts of his intestines and
devouring them. Then the wolf used his Gateway powers and vanished.
Verdandi came to Vidar side and took him away to help him nurse his
wound. Vidar refused her care and damned her and her sisters. He
refused to fight his brother. She told him he didn’t have a choice, for
if he refused, Váli would in time destroy every man, woman, and child
of this Earth and claim the world for all manner of beasts and that
which pledged loyal to him. Realizing he had no choice, Vidar agreed.
The moment he healed his wounds, he set out on his task to find
champions, which he did, calling them the Warriors of Valhalla.
By all accounts Vidar is participating in the game and hoping to one
day become Earth’s ruler and humanity’s champion, but he’s note
entirely sure of himself or if he trust the Norns. Self-doubt and
indecision are once again ruling his head and heart. Furthermore, he
can’t decide if he wants to kill his brother, despite all the evil that
he’s causing and the threats he’s made to his life and the WoV. He
knows humankind and the WoV are counting on him, yet he seems
at time to wish that he’d died alongside his father and that someone
else would have taken up this cause.
Real Name: Vidar Wodenson
Aliases: Vincent Heg
Occupation: Champion of Asgard and Survivor of Ragnarok,
Protector of Humanity, Hopes to become Ruler of Heroes Unlimited Earth.
Alignment: Scrupulous
Power Category: Immortal (Godling).
Experience Level: 7th level.
Hit Points: 265 S.D.C.: 829 Natural A.R.: 14
P.P.E.: 178
Appearance: Vidar is a blonde-haired, clean-shaven man with
green eyes. He is very charismatic, athletically built (gymnast body),
and battle ready.
Attributes: I.Q. 17, M.E. 19, M.A. 17, P.S. 25/60 with boots
(supernatural), P.P. 20, P.E. 31, Spd. 37, P.B. 22
Age: Unknown, Sex: Male, Height: 7 feet (2.13 m), Weight: 345 lbs (155.25 kg)
Mega-Powers: Immortality.
Major Super Abilities: Grant Powers and Force Manipulation.
Minor Super Abilities: Extraordinary P.E., Iron Will, Enhanced
Leaping, and Disintegration.
Natural Abilities: Enhanced healing (4x faster then normal humans),
increase range of powers by 50%, and magical affects are only ½ their
normal duration. He is considered a supernatural being and has
supernatural attributes.
Vulnerability: All of his life, Vidar has sabotage himself at critical
moments, namely because he doubts his own abilities and he’s ruled
by indecision. During critical or high-pressure moments (battle, danger,
being watched by others), he becomes -15% to all skills, -3 to strike,
parry, dodge, initiative, and damage.
Combat Training: Martial Arts
Attacks per Melee: 8 (4 initial +3 from Hand to Hand +1 from boxing)
Combat Bonuses: +4 to initiative, +3 to strike, +9 to parry,
+9 to dodge, +10 to damage/+45 with boots, +9 to roll with punch/fall,
+8 to pull punch, and +2 disarm.
Saving Throws: He need a 12 or better to save vs. psionics,
+51% to save vs. coma/death, +8 to save vs. mind control, +5 to
save vs. illusion, +15 to save vs. magic, +2 to save vs. psionics, +5 to
save vs. insanity, +15 to save vs. possession, +8 to save vs. poison,
+14 to save vs. Horror Factor, and +5 to save vs. attacks that borrow,
negate, or cancel his super powers.
Combat Skills: Restrained Punch 2D4, Full Strength 3D6,
Power Blow 6D6 (2), Elbow/Forearm 4D6, Knee 2D6, Kick 6D6, Snap
Kick 3D6, Crescent Kick 5D6, Roundhouse Kick 1D4x10,
Tripping/Leghook (cannot be paired, must dodge or knockdown),
Jump Kick 2D4x10, Flying Jump Kick 1D6x10, Body Block/Tackle
2D6 + P.S. damage bonus (must parry/dodge or knockdown),
Pin 18-20, Crush 2D6, All Holds, Paired Weapons, Knockout on
a natural 20 (1D6 melees), and Critical strike on an unmodified roll
of 18-20.
(Vigor’s Boots): Restrained Punch 5D6, Full Strength 2D4x10, Power
Blow 3D6x10 (2), Elbow/Forearm 2D6x10, Knee 2D4x10, Kick 3D6x10,
Snap Kick 2D4x10, Crescent Kick 4D4x10, Roundhouse Kick 4D6x10,
Tripping/Leghook (cannot be paired, must dodge or knockdown),
Jump Kick 8D6x10, Flying Jump Kick 5D6x10, Body Block/Tackle
1D6x10 + P.S. damage bonus (must parry/dodge or knockdown),
Pin 18-20, Crush 1D6x10, All Holds, Paired Weapons, Knockout on a
natural 20 (1D6 melees), and Critical strike on an unmodified roll of
18-20
Other Bonuses: +3% to all skills, 45% trust/intimidate, and 60% charm/impress.
Educational Background: Military Specialist and has studied Earth extensively.
Common Skills: Read-Write/Speak Old Norse 97%/98%,
Mathematics: Basic 96%, Pilot: Horsemanship 71%/51%, Lore: Demon
& Monsters 68%, Archaeology 78%/58%, and Read-Write/Speak
German, English, Danish, Icelandic, Norwegian, and Dutch 98%
Basic Military Program: Running, Climbing 98%/93%,
Forced March, Military Etiquette 93%, and W.P. Sword.
Espionage Program: Hand to Hand: Martial Arts, Detect
Ambush 83%, Intelligence 78%, Wilderness Survival 88%, Detect Concealment 78%, and Tracking (people) 78%.
Physical Program: Boxing, Gymnastics, Prowl 73%, and Wrestling.
W.P. Program: Spear, Blunt, Axe, and Paired Weapons.
Secondary Skills: Outdoormanship, Pilot: Kayaking &
Canoes 81%, Astronomy & Navigation 68%, Land Navigation 67%,
Sewing 78%, Skin & Prepare Animal Hides 68%, Athlete, Swimming 78%,
Gambling (Standard) 43%, and Appraise Antiques 43%.
Money: Vidar has 32,000 euro dollars (44,169 U.S. dollars). He
has recently been able to acquire 90,000 U.S. dollars from accepting U.S.
S.C.R.E.T. freelance jobs.
Weapons:
A magic zweihander (a large German two-handed
sword). It does 5D6 points of damage and can project an ice blast. 4D6
per attack, Rate of Fire: 200 feet (61 m), Payload: Unlimited.
A magic Viking sword (two-edged steel blade with a
broad, shallow fuller). It does 2D6+2 points of damage. It has a +1 to
strike/parry, returns to its owner when thrown, and can turn the
wielder invisible (Invisibility: Simple) for one hour, but can only be
used 4x per 24 hours. This was Váli’s weapon. Vidar took it after their
first battle.
Disintegration Beams: Range: 82.5 feet, Damage:
3D6 per eye blast direct to Hit Points against living creatures, or
1D4x10 to inanimate objects, Attack per Melee: Counts as one melee
attack.
Force Manipulation Powers, Range: Increased by 50%
Equipment & Vehicles:
Vidar’s Leather Boots. His “thick shoe” consists of all
the leather waste pieces that people cut from their own shoes at the
toe and heel. They were collected by the god throughout his time prior
to Ragnarok and magically enchanted by the dwarves of the age.
Wearing these boots increases Vidar P.S. to 60 and allows him to
perform power attacks or brawling skills at half their normal attack
number, i.e., those that take four attack/actions cost only two.
He wears an out of date wardrobe (from Viking days) during the
day/night and when he goes into combat wears magical dwarf chain
male armor (A.R. 14 and 94 S.D.C.). The S.D.C. is constantly
restored after 24 hours). The chain male is weightless and noiseless.
The rest of his equipment and vehicles have already mentioned earlier.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
MODI the Heir of Thor
Lars Olsson dreamed of one day competing in the Olympics. His
sport was athletics (track & field) involving the shot put, the
hammer throw, the discus, and the javelin. His favorite was the
hammer throw. When not working at his job as a construction worker,
he practiced every day hoping to become a Norwegian Olympic
Athlete. Finally, he got his opportunity. He not only got selected,
but astounded all with his almost world record breaking hammer throw.
A few days later, Lars was working with his co-workers on building
a new bridge, when he found a short-handled war hammer in the mud.
After cleaning it off, he noted mysterious symbols written on its
handle and the head. He took it to a friend who was a curator at
a museum in Oslo. His friend told him the symbols on the hammer
were runic letters called Scandinavian Futhark, the alphabet of the
Norse men. Translated, the runes said, “Mjölner, the fury of Thor.”
This was a great archeology find according to his friend, and would
make a welcomed addition to the museum’s collection.
Yet Lars felt compelled to do something with the hammer. He took the hammer
home and in his back yard began practicing his hammer throws.
After throwing three hammers of his own, he picked up Mjölner and
tossed it. To his utter amazement, the hammer returned to his
awaiting hand. The moment he touched it, he was dressed in warrior
garb of a Viking. Lars was convinced that the hammer had turned him
into the famed Norse god. He decided to experiment with his new
found powers for the rest of the day. Upon returning home, he found
a blonde-haired, clean-shaven man in his yard. He told Lars that he
was Vidar the son of Odin and he wanted Lars to join him in his quest
to stop his evil brother Vali. Right away Vidar recognized the hammer
and what it done to Lars. He told Lars of his brother Thor and his many
adventures. By all right the hammer belonged to Thor’s son Magni,
but he apparently did not survive Ragnarok. Therefore, the hammer
chose him because he possessed all his brother’s qualities. Vidar
named him Modi the Heir of Thor and asked him again to join him in
his quest against his brother. Lars didn’t even hesitate. He was the
first to join the Warriors of Valhalla.
Lars dreams of competing in the Olympics are no more. He sees
himself competing on a different mission, to become a protector of
humankind and perhaps a god. This notion at times cloud his judgment,
as he thinks of doing what will grant him even more fame and renown
then doing the right thing. Vidar hopes he will change this mindset
before his brother and his allies use it against him in battle. Since
acquiring the weapon, Lars has developed a powerful phobia of
serpents and a vulnerability to their weapon. Vidar believes the
venom of Jormungand and the death of his brother was transferred
into Mjölnir, thus becoming imprinted on Lars the moment he became
the weapon’s new master.
Real Name: Lars Olsson
Occupation: Former construction worker and Norwegian Olympic athlete.
Alignment: Unprincipled
Power Category: Mega-Hero Magic (Enchanted Weapon)
Experience Level: 3rd
Hit Points: 44 S.D.C.: 60/990 with his magic hammer.
P.P.E.: 11 when carrying his magic weapon 26
Appearance: An overly developed muscular blonde man with
long hair. He wears a long tunic of mail armor that reaches below
the waist. His helmet has a spectacle-like visor, an iron dome consisting
of four sections with a spike on the crown, and a mail neck-guard.
Attributes: I.Q. 14, M.E. 9, M.A. 15, P.S. 42 (supernatural), P.P. 22,
P.E. 30, Spd. 16, P.B. 14
Age: 30, Sex: Male, Height: 6 foot and 3 inches (1.92 m), Weight: 235 lbs (105.75 kg)
Mega Powers: Tremendous Physical Strength and Tremendous S.D.C.
Mega Magic Weapon: Mjölnir, a magic war hammer, +1 to
strike/parry, 4D6+6 damage, cold resistance (1/2 damage), +90 S.D.C.,
+3 to save vs. magic, allows him to see the invisible, and creates a
battle dress (appears as a Viking warrior).
Major Super Ability: Super Power Punch
Powers of Order: Damage Bonus, Spits Lightning Bolt
(4D6+6-Range 1500 feet/457.23 m), Return to Wielder when Thown,
Fly, Nightvision (450 feet/202.5 km), and Impervious to Fire.
Natural Abilities: Enhanced healing (3x faster then normal humans),
increase range of magical powers by 50%, and magical affects are
only ½ normal duration. He is considered a supernatural being and
possesses Supernatural P.S.
Vulnerability: Defining Insanity: Ophidiophobia (fear of snakes)
and he will suffer double damage, effect, penalty, and duration from
snake venom.
Combat Training: Expert
Attacks per Melee: 4 (2 initial + 2 from Hand to Hand)
Combat Bonuses: +2 to initiative, +6 to strike, +8 to parry,
+8 to dodge, +27 to damage/+33 when holding hammer, +4 to roll
with punch/fall, and +2 to pull punch.
Saving Throws: +30% to save vs. coma/death, +9 to save vs.
magic/+12 with hammer, +8 to save vs. poison, +2 to save vs.
possession, and +2 to save vs. Horror Factor.
Combat Skills: Restrained Punch 4D6, Full Strength Punch
1D6x10, Elbow/Forearm 2D4x10, Knee 1D6x10, Power Blow 2D6x10
(2), Body Block/Tackle 6D6 + P.S. damage bonus (must parry/dodge
or knockdown), Pin 18-20, Crush 6D6, All Holds, and Death Blows on
natural rolls of 16-20 (double damage to hit points), Super Power
Blows (Punch and/or hammer damage + P.S. damage bonus multiplied
by the # of attacks he currently possesses).
Educational Background: On the Job Training.
Common Skills: Read-Write/Speak Norwegian
86%/91%, Mathematics: Basic 81%, Pilot: Automobiles 69%, and
Pilot: Skiing and Snowmobiles 52%/72%.
Physical Program: Body Building & Weightlifting,
Wrestling, Athlete, and Outdoormanship.
Factory/Construction Program: Basic Mechanics 70%,
Carpentry 55%, Construction 70%, General Repair 75%, Physical Labor,
and Pilot: Tracked Vehicles 84%.
Secondary Skills: Hand to Hand: Expert, W.P. Blunt,
W.P. Targeting, Wilderness Survival 50%, Language: English 74%,
Literacy: English 70%, Pilot: Truck 68%, Swimming 55%, and
Pilot: Boat: Ships/Seamanship 40%/25%.
Money: He has 150,000 krones (26,201 U.S. dollars) in a bank in Oslo, Norway.
Weapons: Just his magic hammer, doesn’t need anything else.
Armor: Modified Chain Male. A.R.: 15 S.D.C.: 50. This is apart of his battle dress.
Equipment & Vehicles: He doesn’t carry anything accept his
battle dress and his hammer. He relies on the vehicles used by his
teammates or the hammer to take him wherever he needs to go.
Lars Olsson dreamed of one day competing in the Olympics. His
sport was athletics (track & field) involving the shot put, the
hammer throw, the discus, and the javelin. His favorite was the
hammer throw. When not working at his job as a construction worker,
he practiced every day hoping to become a Norwegian Olympic
Athlete. Finally, he got his opportunity. He not only got selected,
but astounded all with his almost world record breaking hammer throw.
A few days later, Lars was working with his co-workers on building
a new bridge, when he found a short-handled war hammer in the mud.
After cleaning it off, he noted mysterious symbols written on its
handle and the head. He took it to a friend who was a curator at
a museum in Oslo. His friend told him the symbols on the hammer
were runic letters called Scandinavian Futhark, the alphabet of the
Norse men. Translated, the runes said, “Mjölner, the fury of Thor.”
This was a great archeology find according to his friend, and would
make a welcomed addition to the museum’s collection.
Yet Lars felt compelled to do something with the hammer. He took the hammer
home and in his back yard began practicing his hammer throws.
After throwing three hammers of his own, he picked up Mjölner and
tossed it. To his utter amazement, the hammer returned to his
awaiting hand. The moment he touched it, he was dressed in warrior
garb of a Viking. Lars was convinced that the hammer had turned him
into the famed Norse god. He decided to experiment with his new
found powers for the rest of the day. Upon returning home, he found
a blonde-haired, clean-shaven man in his yard. He told Lars that he
was Vidar the son of Odin and he wanted Lars to join him in his quest
to stop his evil brother Vali. Right away Vidar recognized the hammer
and what it done to Lars. He told Lars of his brother Thor and his many
adventures. By all right the hammer belonged to Thor’s son Magni,
but he apparently did not survive Ragnarok. Therefore, the hammer
chose him because he possessed all his brother’s qualities. Vidar
named him Modi the Heir of Thor and asked him again to join him in
his quest against his brother. Lars didn’t even hesitate. He was the
first to join the Warriors of Valhalla.
Lars dreams of competing in the Olympics are no more. He sees
himself competing on a different mission, to become a protector of
humankind and perhaps a god. This notion at times cloud his judgment,
as he thinks of doing what will grant him even more fame and renown
then doing the right thing. Vidar hopes he will change this mindset
before his brother and his allies use it against him in battle. Since
acquiring the weapon, Lars has developed a powerful phobia of
serpents and a vulnerability to their weapon. Vidar believes the
venom of Jormungand and the death of his brother was transferred
into Mjölnir, thus becoming imprinted on Lars the moment he became
the weapon’s new master.
Real Name: Lars Olsson
Occupation: Former construction worker and Norwegian Olympic athlete.
Alignment: Unprincipled
Power Category: Mega-Hero Magic (Enchanted Weapon)
Experience Level: 3rd
Hit Points: 44 S.D.C.: 60/990 with his magic hammer.
P.P.E.: 11 when carrying his magic weapon 26
Appearance: An overly developed muscular blonde man with
long hair. He wears a long tunic of mail armor that reaches below
the waist. His helmet has a spectacle-like visor, an iron dome consisting
of four sections with a spike on the crown, and a mail neck-guard.
Attributes: I.Q. 14, M.E. 9, M.A. 15, P.S. 42 (supernatural), P.P. 22,
P.E. 30, Spd. 16, P.B. 14
Age: 30, Sex: Male, Height: 6 foot and 3 inches (1.92 m), Weight: 235 lbs (105.75 kg)
Mega Powers: Tremendous Physical Strength and Tremendous S.D.C.
Mega Magic Weapon: Mjölnir, a magic war hammer, +1 to
strike/parry, 4D6+6 damage, cold resistance (1/2 damage), +90 S.D.C.,
+3 to save vs. magic, allows him to see the invisible, and creates a
battle dress (appears as a Viking warrior).
Major Super Ability: Super Power Punch
Powers of Order: Damage Bonus, Spits Lightning Bolt
(4D6+6-Range 1500 feet/457.23 m), Return to Wielder when Thown,
Fly, Nightvision (450 feet/202.5 km), and Impervious to Fire.
Natural Abilities: Enhanced healing (3x faster then normal humans),
increase range of magical powers by 50%, and magical affects are
only ½ normal duration. He is considered a supernatural being and
possesses Supernatural P.S.
Vulnerability: Defining Insanity: Ophidiophobia (fear of snakes)
and he will suffer double damage, effect, penalty, and duration from
snake venom.
Combat Training: Expert
Attacks per Melee: 4 (2 initial + 2 from Hand to Hand)
Combat Bonuses: +2 to initiative, +6 to strike, +8 to parry,
+8 to dodge, +27 to damage/+33 when holding hammer, +4 to roll
with punch/fall, and +2 to pull punch.
Saving Throws: +30% to save vs. coma/death, +9 to save vs.
magic/+12 with hammer, +8 to save vs. poison, +2 to save vs.
possession, and +2 to save vs. Horror Factor.
Combat Skills: Restrained Punch 4D6, Full Strength Punch
1D6x10, Elbow/Forearm 2D4x10, Knee 1D6x10, Power Blow 2D6x10
(2), Body Block/Tackle 6D6 + P.S. damage bonus (must parry/dodge
or knockdown), Pin 18-20, Crush 6D6, All Holds, and Death Blows on
natural rolls of 16-20 (double damage to hit points), Super Power
Blows (Punch and/or hammer damage + P.S. damage bonus multiplied
by the # of attacks he currently possesses).
Educational Background: On the Job Training.
Common Skills: Read-Write/Speak Norwegian
86%/91%, Mathematics: Basic 81%, Pilot: Automobiles 69%, and
Pilot: Skiing and Snowmobiles 52%/72%.
Physical Program: Body Building & Weightlifting,
Wrestling, Athlete, and Outdoormanship.
Factory/Construction Program: Basic Mechanics 70%,
Carpentry 55%, Construction 70%, General Repair 75%, Physical Labor,
and Pilot: Tracked Vehicles 84%.
Secondary Skills: Hand to Hand: Expert, W.P. Blunt,
W.P. Targeting, Wilderness Survival 50%, Language: English 74%,
Literacy: English 70%, Pilot: Truck 68%, Swimming 55%, and
Pilot: Boat: Ships/Seamanship 40%/25%.
Money: He has 150,000 krones (26,201 U.S. dollars) in a bank in Oslo, Norway.
Weapons: Just his magic hammer, doesn’t need anything else.
Armor: Modified Chain Male. A.R.: 15 S.D.C.: 50. This is apart of his battle dress.
Equipment & Vehicles: He doesn’t carry anything accept his
battle dress and his hammer. He relies on the vehicles used by his
teammates or the hammer to take him wherever he needs to go.
Last edited by Reagren Wright on Wed Sep 16, 2009 8:31 pm, edited 2 times in total.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
HODER THE BLIND
Long ago, during the days of Asgard, Vidar and Váli had a stepbrother
brother name Höðr who was blind at birth, and ignored by his father
and brothers. His stepmother Frigg took pity on him, but even she
cared little for his welfare. All of her love and efforts went toward
Balder, her favorite son. When the Norns told her that one day,
Balder would be slain, she used all her magical knowledge to make
him invulnerable to all things in known existance. However, Balder’s
and Höðr’s evil step-brother Loki learned that mistletoe would
cause Balder deadly harm. So he made an arrow from mistletoe.
One day the gods were amusing themselves by trying to find a
mean to harm Balder (Invulnerability, Immune to Magic, Immune
to Psionics, Impervious to Poison & Toxins, and Immune to Melee
Attacks-and don’t forget he’s Immortal). They took turns trying
anything they could think of to scratch his skin. Loki told Höðr that
he should participate as well. Höðr said how could he because of
his blindness. Loki said he would assist him and guide his hand.
So Höðr picked up a bow and arrow and asked to take a shot.
He had no idea the arrow he picked up was Loki’s creation.
Everyone laughed as Höðr took aim, but with Loki help the arrow
flew toward Balder and struck him in the heart. He fell dead to the
ground. In a fit of rage Váli charged Höðr and decapitated him
with his sword, killing him instantly. It wasn’t until later that all
learned that Loki was the true reason for Balder’s death. Váli
never forgave himself for killing his defenseless and mistreated
brother.
In the Heroes Unlimited Universe, Dieter Schaffer was a young man
with a gift of song and music. He was convinced that one day he
would become a famous musician. Instead of going on to college,
he pursued a career in music. His parents although concerned for
his future decided to allow him three years to see if he could make
a living with his talent. Eventually Dieter managed to convince a
German record label to trust in his talent. He made a CD and it
became a huge hit. Realizing they had a star on their hands, the
company wanted Dieter to go on tour. While driving to his first
concert Dieter and his family were suddenly attacked by a monstrous
wolf. The wolf destroyed the car and killed both of his parents.
Dieter suffered head injuries that permanently damage his eyesight.
In the hospital, he learned that both of his parents had been eaten
by whatever attacked the car. A few days later, Dieter heard the
voice of a man who said his name was Vidar, and that he was sorry
for what happened to him. The moment Vidar placed his hand
upon Dieter’shoulder, a magical transformation occurred, turning
Dieter into the equivalent of a demigod. To his utter amazement,
Dieter took on the physical form of a whole and healthy Höðr with
sight. Vidar explained what he thought happened, and who
was responsible for his parents’ murder and his lost of sight.
Dieter swore to do whatever he could to help Vidar destroy his
brother. When not in his heroic identity, Dieter continues to make
music, which he hopes will still make him an international star one
day.
Real Name: Dieter Schaffer
Occupation: Musician and Protect of Humankind
Alignment: Scrupulous
Power Category: Empowered (Demigod).
Experience Level: 2nd level.
Hit Points: 22/64 S.D.C.: 26/82 Natural A.R.: 10 (only as Hoder)
P.P.E.: 25
Appearance: Hoder has striking blonde hair and snapping blue
eyes. He is a good looking young man, who has adjusted well to
his handicap. As Hoder the Blind, he is a handsome man with lustrous
long blond hair and a magnificent athletic physique.
Dieter’s Attributes: I.Q. 19, M.E. 22, M.A. 21, P.S. 9, P.P. 14,
P.E. 14, Spd. 8, P.B. 16
Hoder’s Attributes: I.Q. 19, M.E. 22, M.A. 21, P.S. 30, P.P. 30,
P.E. 21, Spd. 39, P.B. 28
Age: 19, Sex: Male, Height: 5 foot and 10 inches
(1.55 m), Weight: 175 lbs (78.75 kg)
Height: 6 foot and 5 inches (1.98 m), Weight: 245 lbs (110.25 kg)
Physical Impairment: Blindness. This is gone when he becomes Hoder.
Physical Compensation: Demigod (19 hours).
Minor Super Abilities: Extraordinary P.P., Sense Death &
Destruction, Targeting, and Power Weapon. He possesses
Extraordinary P.S. as Hoder.
Combat Training: Basic
Attacks per Melee: 4/7 or 8 (2 initial + 2 from Hand to Hand)
+3 as Hoder and +1 with throwing weapons.
Combat Bonuses: Hoder: +2 to initiative, +11 to strike,
+11 to parry, +10 to dodge, +11 auto dodge, +15 to damage,
+4 to roll with punch/fall, +6 to pull punch, and +1 to disarm.
Dieter: -1 to initiative, -9 to strike, -8 to parry,
-8 to dodge, -6 to roll with punch/fall, and -7 to pull punch.
Saving Throws: Hoder: +4 to save vs. psionics, +5 to save
vs. insanity, +2 to save vs. Horror Factor, +6 to save vs. mind control,
+2 to save vs. possession, +14% to save vs. coma/death, +4 to save
vs. poison and magic.
Dieter: +4 to save vs. psionics and +5 to save vs. insanity.
Combat Skills: Punch 1D4, Elbow/Forearm 1D6, Knee 1D6, and
Power Blow 2D4.
Other Bonuses: +5% to all skills, 65% trust/intimidate, 30%
charm/impress. As Hoder 86% to charm/impress.
Educational Background: High School. The following skills * are
hindered when he is blind, which means when he is Dieter. **These
skills have been heighten because he has become blind and learned
to rely on his other senses.
Common Skills: Read-Write/Speak Danish and
German 89%/95%, Read Braille 83%, and *Pilot: Automobile
12%/71% as Hoder
Domestic Program: Mathematics: Basic 88%,
*Play Musical Instrument: Guitar 45%/65% as Hoder, Sing 55%,
and *Dance 25%/60% as Hoder.
Criminal Program: Streetwise 38%, *Pick Locks
25%/60% as Hoder, Seduction 38%, **Imitate Voices and
Sound 65%/59%, and **Ventriloquism 39%.
Secondary Skills: Hand to Hand: Basic, Athlete,
Language: French 61%, Language: English 76%, Literacy:
French 55%. Literacy: English 70%, Swimming 65%/75%
as Hoder, Fencing, W.P. Targeting (-8 to strike), and W.P. Sword
(-7 to strike, -7 to parry). As Hoder, W.P. Targeting (+2 to strike),
W.P. Sword (+2 to strike & parry).
Money: He will inherit his family fortune when he turns 21.
He currently relies on his monthly allowance to pay for whatever
he needs. When he turns 21, he will receive a trust fund of 7 million
Euro dollars.
Weapons:
Long Sword, 3D6 but as a Power Weapon, it does
4D6 and can unleash an energy bolt doing 18 points of damage.
Range: 200 feet (61 m). The power charge last for 8 minutes.
Blind Man’s Cane, A large walking stick. The cane as
a weapon does 1D6 points of damage and can project a blade that
does 2D6+2 points of damage. As a Power Weapon, the cane will do
2D6 and the blade will do 3D6+2. It can also unleash a energy bolt
doing 12 or 14 points of damage. Range: 200 feet (61 m). The
power charge last for 8 minutes.
Hoder sometimes carries two belts of throwing knives. Each knife
does 1D6. He can throw these knives at a range of 150 feet (45.72 m).
Equipment & Vehicles: None, he relies on the weapons and
vehicles of his companions, however this does not include his
Gibson Hummingbird True Vintage Acoustic Guitar (worth $4000).
Long ago, during the days of Asgard, Vidar and Váli had a stepbrother
brother name Höðr who was blind at birth, and ignored by his father
and brothers. His stepmother Frigg took pity on him, but even she
cared little for his welfare. All of her love and efforts went toward
Balder, her favorite son. When the Norns told her that one day,
Balder would be slain, she used all her magical knowledge to make
him invulnerable to all things in known existance. However, Balder’s
and Höðr’s evil step-brother Loki learned that mistletoe would
cause Balder deadly harm. So he made an arrow from mistletoe.
One day the gods were amusing themselves by trying to find a
mean to harm Balder (Invulnerability, Immune to Magic, Immune
to Psionics, Impervious to Poison & Toxins, and Immune to Melee
Attacks-and don’t forget he’s Immortal). They took turns trying
anything they could think of to scratch his skin. Loki told Höðr that
he should participate as well. Höðr said how could he because of
his blindness. Loki said he would assist him and guide his hand.
So Höðr picked up a bow and arrow and asked to take a shot.
He had no idea the arrow he picked up was Loki’s creation.
Everyone laughed as Höðr took aim, but with Loki help the arrow
flew toward Balder and struck him in the heart. He fell dead to the
ground. In a fit of rage Váli charged Höðr and decapitated him
with his sword, killing him instantly. It wasn’t until later that all
learned that Loki was the true reason for Balder’s death. Váli
never forgave himself for killing his defenseless and mistreated
brother.
In the Heroes Unlimited Universe, Dieter Schaffer was a young man
with a gift of song and music. He was convinced that one day he
would become a famous musician. Instead of going on to college,
he pursued a career in music. His parents although concerned for
his future decided to allow him three years to see if he could make
a living with his talent. Eventually Dieter managed to convince a
German record label to trust in his talent. He made a CD and it
became a huge hit. Realizing they had a star on their hands, the
company wanted Dieter to go on tour. While driving to his first
concert Dieter and his family were suddenly attacked by a monstrous
wolf. The wolf destroyed the car and killed both of his parents.
Dieter suffered head injuries that permanently damage his eyesight.
In the hospital, he learned that both of his parents had been eaten
by whatever attacked the car. A few days later, Dieter heard the
voice of a man who said his name was Vidar, and that he was sorry
for what happened to him. The moment Vidar placed his hand
upon Dieter’shoulder, a magical transformation occurred, turning
Dieter into the equivalent of a demigod. To his utter amazement,
Dieter took on the physical form of a whole and healthy Höðr with
sight. Vidar explained what he thought happened, and who
was responsible for his parents’ murder and his lost of sight.
Dieter swore to do whatever he could to help Vidar destroy his
brother. When not in his heroic identity, Dieter continues to make
music, which he hopes will still make him an international star one
day.
Real Name: Dieter Schaffer
Occupation: Musician and Protect of Humankind
Alignment: Scrupulous
Power Category: Empowered (Demigod).
Experience Level: 2nd level.
Hit Points: 22/64 S.D.C.: 26/82 Natural A.R.: 10 (only as Hoder)
P.P.E.: 25
Appearance: Hoder has striking blonde hair and snapping blue
eyes. He is a good looking young man, who has adjusted well to
his handicap. As Hoder the Blind, he is a handsome man with lustrous
long blond hair and a magnificent athletic physique.
Dieter’s Attributes: I.Q. 19, M.E. 22, M.A. 21, P.S. 9, P.P. 14,
P.E. 14, Spd. 8, P.B. 16
Hoder’s Attributes: I.Q. 19, M.E. 22, M.A. 21, P.S. 30, P.P. 30,
P.E. 21, Spd. 39, P.B. 28
Age: 19, Sex: Male, Height: 5 foot and 10 inches
(1.55 m), Weight: 175 lbs (78.75 kg)
Height: 6 foot and 5 inches (1.98 m), Weight: 245 lbs (110.25 kg)
Physical Impairment: Blindness. This is gone when he becomes Hoder.
Physical Compensation: Demigod (19 hours).
Minor Super Abilities: Extraordinary P.P., Sense Death &
Destruction, Targeting, and Power Weapon. He possesses
Extraordinary P.S. as Hoder.
Combat Training: Basic
Attacks per Melee: 4/7 or 8 (2 initial + 2 from Hand to Hand)
+3 as Hoder and +1 with throwing weapons.
Combat Bonuses: Hoder: +2 to initiative, +11 to strike,
+11 to parry, +10 to dodge, +11 auto dodge, +15 to damage,
+4 to roll with punch/fall, +6 to pull punch, and +1 to disarm.
Dieter: -1 to initiative, -9 to strike, -8 to parry,
-8 to dodge, -6 to roll with punch/fall, and -7 to pull punch.
Saving Throws: Hoder: +4 to save vs. psionics, +5 to save
vs. insanity, +2 to save vs. Horror Factor, +6 to save vs. mind control,
+2 to save vs. possession, +14% to save vs. coma/death, +4 to save
vs. poison and magic.
Dieter: +4 to save vs. psionics and +5 to save vs. insanity.
Combat Skills: Punch 1D4, Elbow/Forearm 1D6, Knee 1D6, and
Power Blow 2D4.
Other Bonuses: +5% to all skills, 65% trust/intimidate, 30%
charm/impress. As Hoder 86% to charm/impress.
Educational Background: High School. The following skills * are
hindered when he is blind, which means when he is Dieter. **These
skills have been heighten because he has become blind and learned
to rely on his other senses.
Common Skills: Read-Write/Speak Danish and
German 89%/95%, Read Braille 83%, and *Pilot: Automobile
12%/71% as Hoder
Domestic Program: Mathematics: Basic 88%,
*Play Musical Instrument: Guitar 45%/65% as Hoder, Sing 55%,
and *Dance 25%/60% as Hoder.
Criminal Program: Streetwise 38%, *Pick Locks
25%/60% as Hoder, Seduction 38%, **Imitate Voices and
Sound 65%/59%, and **Ventriloquism 39%.
Secondary Skills: Hand to Hand: Basic, Athlete,
Language: French 61%, Language: English 76%, Literacy:
French 55%. Literacy: English 70%, Swimming 65%/75%
as Hoder, Fencing, W.P. Targeting (-8 to strike), and W.P. Sword
(-7 to strike, -7 to parry). As Hoder, W.P. Targeting (+2 to strike),
W.P. Sword (+2 to strike & parry).
Money: He will inherit his family fortune when he turns 21.
He currently relies on his monthly allowance to pay for whatever
he needs. When he turns 21, he will receive a trust fund of 7 million
Euro dollars.
Weapons:
Long Sword, 3D6 but as a Power Weapon, it does
4D6 and can unleash an energy bolt doing 18 points of damage.
Range: 200 feet (61 m). The power charge last for 8 minutes.
Blind Man’s Cane, A large walking stick. The cane as
a weapon does 1D6 points of damage and can project a blade that
does 2D6+2 points of damage. As a Power Weapon, the cane will do
2D6 and the blade will do 3D6+2. It can also unleash a energy bolt
doing 12 or 14 points of damage. Range: 200 feet (61 m). The
power charge last for 8 minutes.
Hoder sometimes carries two belts of throwing knives. Each knife
does 1D6. He can throw these knives at a range of 150 feet (45.72 m).
Equipment & Vehicles: None, he relies on the weapons and
vehicles of his companions, however this does not include his
Gibson Hummingbird True Vintage Acoustic Guitar (worth $4000).
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
HONIR THE BESERKER
Alister grew up a fan of rugby. The moment he became old enough
to play, it became the focus of his life. In high school, he became a
star player. After graduating, he sought to join the Ireland Rugby
Union Team, which would allow him to play on an international level.
With his amazing skill, he helped his team win ten times the Six
Nations Championship, yet they could never win the Rugby World
Cup. Alister always blamed himself for their inability to win this
great Rugby competition. After their latest defeat, Alister decided to
take some time off and go do his second favorite thing, mountain
climbing. He went to Iceland to explore some of its mountains and
glaciers. As he was ascending a large glacier part of it slid away
causing him to fall fifty to the ground below, he was soon buried in
snow and ice. Rescuers were quickly called to the scene, but Alister
was slowly loosing consciousness. Just before he passed out, the
spirit of Odin came to him. It asked if he would be willing to take up
arms against a great menace and to aid his son Vidar in bringing
peace and prosperity to the world. If he would do this, the spirit of
Odin vowed Alilster would become one of the greatest warriors of all
time. Alister agreed. Suddenly he felt a great rage within, one that
could not be contained, so he let out a loud war cry, “I fight for
Odin!” Alister felt energy charge his arms, fill his chest and head
with a feeling of strength. He shoved his way out of the snow,
knocking over the rescuers trying to save him. He looked around
and saw the rescuers cowering together, staring at him, their eyes
wide, their mouths open. Alister fled so not to scare them any more.
When he was well enough away, he felt the urge to say, “The battle
is over.” His strength left him and he was once more, ordinary
Alister Boohan. When he got back to town, Vidar was there waiting
for him with Modi and Hoder by his side.
Alister knew who he was immediately and he told Vidar, “I’m yours to command, let’s go and
save the world.” Vidar named him after one of his father’s great
Beserker generals, Honir. Alister no longer dreams of being the
greatest rugby player, just the world’s greatest champion, and if
anyone thinks he (or she) can take that title away from him, he
dares him (or her) to come and try.
Real Name: Alister Boohan
Occupation: Former player of the Ireland rugby union team.
Alignment: Scrupulous
Power Category: Magic (Mystical Bestowed)
Experience Level: 2nd
Hit Points: 37/117 S.D.C.: 58/1018 Natural A.R.: 9 as Honir
P.P.E.: 9/23
Appearance: As Honir, he is a brutish, long-bearded heavily
muscular man, dressed in grey chain male, holding an enormous
double-handed broad axe. He wears Reindeer hide as a form of
body armor. As Alister, he is muscular athlete with long red hair.
Attributes: I.Q. 12, M.E. 9, M.A. 11/19 as Honir, P.S. 20/55 as
Honir, P.P. 9/18 as Honir, P.E. 19/22 as Honir, Spd. 19/95
(66.5 mph/107 km) as Honir, P.B. 9
Age: 24, Sex: Male, Height: 6 foot and 6 inches (2.01 m), Weight: 241 lbs (108.45 kg)
Major Super Ability: Massive Damage Capacity
Minor Super Abilities: Battle Rage and Superhuman P.S.
Combat Training: Expert
Attacks per Melee: 4 (2 initial + 2 from Hand to Hand)
Combat Bonuses: +2 to initiative as Honir, +2 to strike as Honir,
+4 to parry/+6 as Honir, +4 to dodge/+6 as Honir, +5 to damage/+40
as Honir, +5 to roll with punch/fall, and +2 to pull punch/+4 to pull
punch as Honir.
Saving Throws: +8% to save vs. coma-death/24% as Honir,
+2 to save vs. magic/+5 as Honir, +2 to save vs. poison/+4 as Honir,
+1 to save vs. possession as Honir, and +2 to save vs. Horror Factor
as Honir.
Combat Skills: Punch 1D4/2D4+2 as Honir, Elbow/Forearm
1D6/2D6 as Honir, Knee 1D6/2D6 as Honir, Power Blow 2D4/3D6+2
as Honir (2), Body Block/Tackle 1D4 + P.S. damage bonus/2D4+2
as Honir (must parry/dodge or knockdown), Pin 18-20, Crush
1D4/2D4+2 as Honir, and All Holds.
Educational Background: On the Job Training.
Common Skills: Read-Write/Speak English (Irish Accent)
84%/90%, Mathematics: Basic 78%, and Pilot: Automobiles 66%.
Physical Program: Body Building & Weightlifting,
Wrestling, Athlete, and Physical Labor.
Wilderness Program: Wilderness Survival 60%, Land
Navigation 59%, Skin & Prepare Animal Hides 60%, Track & Trap
Animals 50%/60%, and Hunting.
Secondary Skills: Hand to Hand: Expert, Sports (Rugby)
50%, Pilot: Skiing and Snowmobiles 56%/68%, Climbing 50%, and
W.P. Battle Axe.
Money: He has 121,748 pound sterlings (250,000 U.S. dollars) in a
bank in Dublin, Ireland.
Weapons:
Modified Broad Axe (two handed) 3D6+4 to damage
and +2 to strike & parry (4D6+4 damage and +3 to strike & parry).
Armor: The reindeer hide does not offer him much protection.
A.R.: 9 S.D.C.: 20. This is apart of his battle dress.
Equipment & Vehicles: He doesn’t carry anything accept his
battle dress and his Broad Axe. He relies on the vehicles used by his
teammates.
[/b]
Alister grew up a fan of rugby. The moment he became old enough
to play, it became the focus of his life. In high school, he became a
star player. After graduating, he sought to join the Ireland Rugby
Union Team, which would allow him to play on an international level.
With his amazing skill, he helped his team win ten times the Six
Nations Championship, yet they could never win the Rugby World
Cup. Alister always blamed himself for their inability to win this
great Rugby competition. After their latest defeat, Alister decided to
take some time off and go do his second favorite thing, mountain
climbing. He went to Iceland to explore some of its mountains and
glaciers. As he was ascending a large glacier part of it slid away
causing him to fall fifty to the ground below, he was soon buried in
snow and ice. Rescuers were quickly called to the scene, but Alister
was slowly loosing consciousness. Just before he passed out, the
spirit of Odin came to him. It asked if he would be willing to take up
arms against a great menace and to aid his son Vidar in bringing
peace and prosperity to the world. If he would do this, the spirit of
Odin vowed Alilster would become one of the greatest warriors of all
time. Alister agreed. Suddenly he felt a great rage within, one that
could not be contained, so he let out a loud war cry, “I fight for
Odin!” Alister felt energy charge his arms, fill his chest and head
with a feeling of strength. He shoved his way out of the snow,
knocking over the rescuers trying to save him. He looked around
and saw the rescuers cowering together, staring at him, their eyes
wide, their mouths open. Alister fled so not to scare them any more.
When he was well enough away, he felt the urge to say, “The battle
is over.” His strength left him and he was once more, ordinary
Alister Boohan. When he got back to town, Vidar was there waiting
for him with Modi and Hoder by his side.
Alister knew who he was immediately and he told Vidar, “I’m yours to command, let’s go and
save the world.” Vidar named him after one of his father’s great
Beserker generals, Honir. Alister no longer dreams of being the
greatest rugby player, just the world’s greatest champion, and if
anyone thinks he (or she) can take that title away from him, he
dares him (or her) to come and try.
Real Name: Alister Boohan
Occupation: Former player of the Ireland rugby union team.
Alignment: Scrupulous
Power Category: Magic (Mystical Bestowed)
Experience Level: 2nd
Hit Points: 37/117 S.D.C.: 58/1018 Natural A.R.: 9 as Honir
P.P.E.: 9/23
Appearance: As Honir, he is a brutish, long-bearded heavily
muscular man, dressed in grey chain male, holding an enormous
double-handed broad axe. He wears Reindeer hide as a form of
body armor. As Alister, he is muscular athlete with long red hair.
Attributes: I.Q. 12, M.E. 9, M.A. 11/19 as Honir, P.S. 20/55 as
Honir, P.P. 9/18 as Honir, P.E. 19/22 as Honir, Spd. 19/95
(66.5 mph/107 km) as Honir, P.B. 9
Age: 24, Sex: Male, Height: 6 foot and 6 inches (2.01 m), Weight: 241 lbs (108.45 kg)
Major Super Ability: Massive Damage Capacity
Minor Super Abilities: Battle Rage and Superhuman P.S.
Combat Training: Expert
Attacks per Melee: 4 (2 initial + 2 from Hand to Hand)
Combat Bonuses: +2 to initiative as Honir, +2 to strike as Honir,
+4 to parry/+6 as Honir, +4 to dodge/+6 as Honir, +5 to damage/+40
as Honir, +5 to roll with punch/fall, and +2 to pull punch/+4 to pull
punch as Honir.
Saving Throws: +8% to save vs. coma-death/24% as Honir,
+2 to save vs. magic/+5 as Honir, +2 to save vs. poison/+4 as Honir,
+1 to save vs. possession as Honir, and +2 to save vs. Horror Factor
as Honir.
Combat Skills: Punch 1D4/2D4+2 as Honir, Elbow/Forearm
1D6/2D6 as Honir, Knee 1D6/2D6 as Honir, Power Blow 2D4/3D6+2
as Honir (2), Body Block/Tackle 1D4 + P.S. damage bonus/2D4+2
as Honir (must parry/dodge or knockdown), Pin 18-20, Crush
1D4/2D4+2 as Honir, and All Holds.
Educational Background: On the Job Training.
Common Skills: Read-Write/Speak English (Irish Accent)
84%/90%, Mathematics: Basic 78%, and Pilot: Automobiles 66%.
Physical Program: Body Building & Weightlifting,
Wrestling, Athlete, and Physical Labor.
Wilderness Program: Wilderness Survival 60%, Land
Navigation 59%, Skin & Prepare Animal Hides 60%, Track & Trap
Animals 50%/60%, and Hunting.
Secondary Skills: Hand to Hand: Expert, Sports (Rugby)
50%, Pilot: Skiing and Snowmobiles 56%/68%, Climbing 50%, and
W.P. Battle Axe.
Money: He has 121,748 pound sterlings (250,000 U.S. dollars) in a
bank in Dublin, Ireland.
Weapons:
Modified Broad Axe (two handed) 3D6+4 to damage
and +2 to strike & parry (4D6+4 damage and +3 to strike & parry).
Armor: The reindeer hide does not offer him much protection.
A.R.: 9 S.D.C.: 20. This is apart of his battle dress.
Equipment & Vehicles: He doesn’t carry anything accept his
battle dress and his Broad Axe. He relies on the vehicles used by his
teammates.
[/b]
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
FREYA
Blaire Jehan never wanted to be anything more then a celebrity.
By the time she was nine years old, she was already an established
French model and aspiring actress. She believed it would only be a
matter of time before someone in Hollywood, California would
come calling. However, the opportunity never came, so she stayed
with modeling. By the time she was eighteen, she’d become a
major celebrity in Europe, yet not in America. She decided she
needed something to attract major attention to herself. She once
again sought movie rolls, especially ones in England, yet nothing
of significance came out of it. Then a few days after her twenty-first
birthday, her grandmother passed away. She was in her chattel
looking for things in the attic, when she found a wooden box under
some floorboards. When she opened it, she found a golden necklace
adorn with diamonds, rubies, sapphires, and emeralds. She knew
instantly that it had to be twice the value of the diamond necklace
worn by her friend Gemstone.
She found a note written by her grandmother saying the necklace called Brisingamen, and been
the luckiest things she ever owned. The moment Blaire put on
the necklace positive things started to happen. Her agent told
her a major American potion picture director called wanting her
for his next movie in the starring role. It was going to be a
summer blockbuster. A major fashion magazine in Europe wanted
her for its anniversary cover. She never had so many choices
before. Then one night she heard something break into home, some
huge, and menacing. It killed her bodyguards, biting one’s arm off,
still with the gun in his hand. Blaire screamed as the huge black
wolf approached her. “Give me Brisingamen mortal, you have no
right to where that which belong to a goddess.” He leaped at her,
but with amazing agility, she ducked while the creature went
sailing through her bedroom window. It fell into her swimming pool,
which had the cover on it. It quickly became entangled. It was more
then enough time for her to get away, but standing in her front
doorway was a man holding a sword. “Come with me, Freya.”
He took her to a six-legged horse that sped away faster then
most automobiles. When they got a safe distance away, the man
told her who he was and why the creature attacked her. Blaire refused
to believe she was wearing the necklace of the Norse goddess of
beauty Freya. Nevertheless, he took her to his yacht and introduced
her to his fellow Warriors of Valhalla. They were enchanted by her
beauty. Honir the Berserker claimed any magazine with pictures of
her in it was his favorite bathroom reading material. She wanted
nothing to do with them. Hoder explained she had no choice but to
join them otherwise, Váli would come back and kill her for
sure. Reluctantly, Blaire agreed, but made the men swear that
she must be allowed to have normal life. Blaire desperately is
trying to hang on to her old life, and Váli is not making it easy
for her. Five times he’s try to kill her when she was on the set
for a photo shoot or in front of the camera. Now that he’s recruiting
his own team of champions, it’s only a matter of time before Blaire
admits she will have to become a full time champion just to help
her teammates destroy Váli so she can get back to her way of life.
Nevertheless, she has participated in some amazing rescues that she
quite proud of and some does enjoying the growing alter ego
celebrity status, and the jealousy her friend Gemstone seems to
have with her as of late.
Real Name: Blaire Jehan
Occupation: French Fashion Model and reluctant champion of humanity.
Alignment: Unprincipled.
Power Category: Magic (Magic Object)
Experience Level: 2nd
Hit Points: 29 S.D.C.: 44/+80 from magic object.
P.P.E.: 33 while the necklace has 170 P.P.E.
Appearance: A curvaceous and beautiful woman with long,
white-blond hair and emerald eyes. She wears a long green hooded
cloth cloak and a green mask on her face. She wears a golden
necklace adorn with precious stones (worth an approximate $2.3
million dollars).
Attributes: I.Q. 17, M.E. 13, M.A. 20, P.S. 12, P.P. 13, P.E. 17, Spd. 30, P.B. 20
Age: 21, Sex: Female, Height: 5 foot and 11 inches
(1.8 m), Weight: 135 lbs (60.75 kg)
Magic Object: Brisingamen, a magical necklace, besides the
mentioned abilities, it provides +2 to all magic saves, +80 S.D.C.,
and Fly as the Eagle (30 minutes).
Major Super Ability: Karmic Powers
Magic Spells: Invisibility: Simple, Float in the Air, Armor of
Ithan, Charismatic Aura, Trance, Repel Animals, Charm, Ice Blasts,
and Horrific Illusion. All spells are 7th level.
Combat Training: Basic.
Attacks per Melee: 4 (2 initial + 2 from Hand to Hand)
Combat Bonuses: +3 to parry, +3 to dodge, +3 to roll with
punch/fall, and +2 to pull punch. When the cause is just and/or her
motives are good, she enjoys the following bonuses: +2 to initiative,
+2 to strike, +7 to parry, +7 to dodge, +3 to auto dodge, +9 to roll
with punch/fall, +3 to disarm, she is not harmed by Death Blows,
Critical strikes, and opponents get no bonuses to strike, parry, or
dodge. Straight, unmodified dice rolls only.
Saving Throws: +5% to save vs. coma/death, +1 to save
vs. magic/+3 with magic object, and +1 to save vs. poison. On
noble situations, she enjoys +25% to save vs. coma/death,
+7 to save vs. magic & poisons, and +6 to save vs. psionics &
possession.
Combat Skills: Punch 1D4, Elbow/Forearm 1D6, Knee 1D6,
and Power Blow 2D4 (2). On noble situations she will knockout
opponents unconscious on a roll of a natural 20 (unconscious for
3D4 melees).
Other Bonuses: +3% to all skills, 60% trust/intimidate, and 50% charm/impress.
Educational Background: Two Years of College. Note: For a noble situation, she can receive a +10% bonus to any skill.
Common Skills: Read-Write/Speak French 87%/93% and Pilot: Automobiles 69%.
Domestic Program: Mathematics: Basic 81%, Wardrobe
& Grooming 76%, Singing 63%, and Dance 58%.
Entertainer Program (based in part by John C. Philpott):
Disguise 55%, Impersonation 63%/49%, Performance 60%,
Public Speaking 78%, Seduction 45%, and TV/Video 63%.
Secondary Skills: Hand to Hand: Basic, Sewing 53%,
Swimming 63%, Running, Athlete, Photography 48%, Language:
English 74%, Literacy: English 68%, Gemology 38%, and
Housekeeping 48%.
Money: She has 320,000 Euro dollars (441,696 U.S. dollars) in a bank in Paris, France.
Weapons: She hates the idea of using a weapon.
Equipment & Vehicles: She doesn’t use anything accept the Brisingamen.
Blaire Jehan never wanted to be anything more then a celebrity.
By the time she was nine years old, she was already an established
French model and aspiring actress. She believed it would only be a
matter of time before someone in Hollywood, California would
come calling. However, the opportunity never came, so she stayed
with modeling. By the time she was eighteen, she’d become a
major celebrity in Europe, yet not in America. She decided she
needed something to attract major attention to herself. She once
again sought movie rolls, especially ones in England, yet nothing
of significance came out of it. Then a few days after her twenty-first
birthday, her grandmother passed away. She was in her chattel
looking for things in the attic, when she found a wooden box under
some floorboards. When she opened it, she found a golden necklace
adorn with diamonds, rubies, sapphires, and emeralds. She knew
instantly that it had to be twice the value of the diamond necklace
worn by her friend Gemstone.
She found a note written by her grandmother saying the necklace called Brisingamen, and been
the luckiest things she ever owned. The moment Blaire put on
the necklace positive things started to happen. Her agent told
her a major American potion picture director called wanting her
for his next movie in the starring role. It was going to be a
summer blockbuster. A major fashion magazine in Europe wanted
her for its anniversary cover. She never had so many choices
before. Then one night she heard something break into home, some
huge, and menacing. It killed her bodyguards, biting one’s arm off,
still with the gun in his hand. Blaire screamed as the huge black
wolf approached her. “Give me Brisingamen mortal, you have no
right to where that which belong to a goddess.” He leaped at her,
but with amazing agility, she ducked while the creature went
sailing through her bedroom window. It fell into her swimming pool,
which had the cover on it. It quickly became entangled. It was more
then enough time for her to get away, but standing in her front
doorway was a man holding a sword. “Come with me, Freya.”
He took her to a six-legged horse that sped away faster then
most automobiles. When they got a safe distance away, the man
told her who he was and why the creature attacked her. Blaire refused
to believe she was wearing the necklace of the Norse goddess of
beauty Freya. Nevertheless, he took her to his yacht and introduced
her to his fellow Warriors of Valhalla. They were enchanted by her
beauty. Honir the Berserker claimed any magazine with pictures of
her in it was his favorite bathroom reading material. She wanted
nothing to do with them. Hoder explained she had no choice but to
join them otherwise, Váli would come back and kill her for
sure. Reluctantly, Blaire agreed, but made the men swear that
she must be allowed to have normal life. Blaire desperately is
trying to hang on to her old life, and Váli is not making it easy
for her. Five times he’s try to kill her when she was on the set
for a photo shoot or in front of the camera. Now that he’s recruiting
his own team of champions, it’s only a matter of time before Blaire
admits she will have to become a full time champion just to help
her teammates destroy Váli so she can get back to her way of life.
Nevertheless, she has participated in some amazing rescues that she
quite proud of and some does enjoying the growing alter ego
celebrity status, and the jealousy her friend Gemstone seems to
have with her as of late.
Real Name: Blaire Jehan
Occupation: French Fashion Model and reluctant champion of humanity.
Alignment: Unprincipled.
Power Category: Magic (Magic Object)
Experience Level: 2nd
Hit Points: 29 S.D.C.: 44/+80 from magic object.
P.P.E.: 33 while the necklace has 170 P.P.E.
Appearance: A curvaceous and beautiful woman with long,
white-blond hair and emerald eyes. She wears a long green hooded
cloth cloak and a green mask on her face. She wears a golden
necklace adorn with precious stones (worth an approximate $2.3
million dollars).
Attributes: I.Q. 17, M.E. 13, M.A. 20, P.S. 12, P.P. 13, P.E. 17, Spd. 30, P.B. 20
Age: 21, Sex: Female, Height: 5 foot and 11 inches
(1.8 m), Weight: 135 lbs (60.75 kg)
Magic Object: Brisingamen, a magical necklace, besides the
mentioned abilities, it provides +2 to all magic saves, +80 S.D.C.,
and Fly as the Eagle (30 minutes).
Major Super Ability: Karmic Powers
Magic Spells: Invisibility: Simple, Float in the Air, Armor of
Ithan, Charismatic Aura, Trance, Repel Animals, Charm, Ice Blasts,
and Horrific Illusion. All spells are 7th level.
Combat Training: Basic.
Attacks per Melee: 4 (2 initial + 2 from Hand to Hand)
Combat Bonuses: +3 to parry, +3 to dodge, +3 to roll with
punch/fall, and +2 to pull punch. When the cause is just and/or her
motives are good, she enjoys the following bonuses: +2 to initiative,
+2 to strike, +7 to parry, +7 to dodge, +3 to auto dodge, +9 to roll
with punch/fall, +3 to disarm, she is not harmed by Death Blows,
Critical strikes, and opponents get no bonuses to strike, parry, or
dodge. Straight, unmodified dice rolls only.
Saving Throws: +5% to save vs. coma/death, +1 to save
vs. magic/+3 with magic object, and +1 to save vs. poison. On
noble situations, she enjoys +25% to save vs. coma/death,
+7 to save vs. magic & poisons, and +6 to save vs. psionics &
possession.
Combat Skills: Punch 1D4, Elbow/Forearm 1D6, Knee 1D6,
and Power Blow 2D4 (2). On noble situations she will knockout
opponents unconscious on a roll of a natural 20 (unconscious for
3D4 melees).
Other Bonuses: +3% to all skills, 60% trust/intimidate, and 50% charm/impress.
Educational Background: Two Years of College. Note: For a noble situation, she can receive a +10% bonus to any skill.
Common Skills: Read-Write/Speak French 87%/93% and Pilot: Automobiles 69%.
Domestic Program: Mathematics: Basic 81%, Wardrobe
& Grooming 76%, Singing 63%, and Dance 58%.
Entertainer Program (based in part by John C. Philpott):
Disguise 55%, Impersonation 63%/49%, Performance 60%,
Public Speaking 78%, Seduction 45%, and TV/Video 63%.
Secondary Skills: Hand to Hand: Basic, Sewing 53%,
Swimming 63%, Running, Athlete, Photography 48%, Language:
English 74%, Literacy: English 68%, Gemology 38%, and
Housekeeping 48%.
Money: She has 320,000 Euro dollars (441,696 U.S. dollars) in a bank in Paris, France.
Weapons: She hates the idea of using a weapon.
Equipment & Vehicles: She doesn’t use anything accept the Brisingamen.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Huginn and Munnin (Vidar’s Ravens)
These two Ravens were once the messengers and spies for Odin.
He sent them out at dawn to gather information and return in the
evening. They were perch on his shoulders and whisper the news of
what they saw and heard into his ears. After Ragnarok its not known
what happen to them. Several days after Váli attacked Vidar, he
looked out of the window of a hotel room and saw them on a fence
waiting for him. They said he was their master and whatever he
wanted, they would do. Since that time, the raven led Vidar to each
one of his champions and they try to keep a constant watch on Váli
movements. However, Vidar has noticed a villainous nature to the
bird’s personality. They have no problem killing anything that
threatens them, especially if they are shot by a human hunter.
Vidar is also wondering what the birds do to occupy their time.
Hoder swears he saw them tearing apart a corpse, could it be
that his faithful servants are man-eaters.
Alignment: Aberrant
Occupation: Messengers and spies
Power Category: Supernatural Creatures
Hit Points: 20 S.D.C.: 80
P.P.E.: 100
I.S.P. 112
Attributes: I.Q. 15, M.E. 18, M.A. 18, P.S. 10, P.P. 20, P.E. 20,
Spd. 88 (flying 60 mph/96 km), P.B. 12
Age: Immortal, Sex: Male and Female, Height: 32 inches (80 cm), Weight: 4 lbs (1.8 kg)
Human Features: Hands (none), Biped (none), Speech (full), Looks (None).
Major Super Abilitiy: Super-Regeneration
Minor Super Abilities: Impervious to Fear & Terror, Impervious
to Control & Possession, and Abnormal Energy Sense
Sensitive Psionics: Sensory Link, Mimic Skills, Mind Block, See
the Invisible, Sense Evil, Object Read, Total Recall, and See Aura.
All psionics powers are equal to a 6th level psychic.
Natural Abilities: Read and Speak all languages, nightvision 90
feet (27.4 m; can see in total darkness), keen hawk-like vision
(two mile/3.2 km range), suffer no fatigue, and takes half damage
from fire/ice attacks.
Attacks per Melee: 4
Combat Bonuses: +2 on initiative, +3 to strike & parry, and
+3 to dodge (+5 in flight).
Saving Throws: Need a 12 or better to save vs. psionics, +20%
to save vs. coma/death, +6 to save vs. magic, +3 to save vs. poison,
and +8 to save vs. psionics.
Combat Skills: Claws and beak/bite/peck does 2D4 damage,
while flying body slam does 3D6 damage (counts as 2 attacks).
Other Bonuses: 50% trust/intimidate
Skills of Note: Detect Ambush 70%, Detect Concealment 65%,
Pick Locks 70%, Tracking (people) 80%, Wilderness Survival 90%,
Find Contraband 50%, Prowl 70%, Roadwise 50%, Streetwise 44%,
Astronomy & Navigation 40%, and Land Navigation 80%.
These two Ravens were once the messengers and spies for Odin.
He sent them out at dawn to gather information and return in the
evening. They were perch on his shoulders and whisper the news of
what they saw and heard into his ears. After Ragnarok its not known
what happen to them. Several days after Váli attacked Vidar, he
looked out of the window of a hotel room and saw them on a fence
waiting for him. They said he was their master and whatever he
wanted, they would do. Since that time, the raven led Vidar to each
one of his champions and they try to keep a constant watch on Váli
movements. However, Vidar has noticed a villainous nature to the
bird’s personality. They have no problem killing anything that
threatens them, especially if they are shot by a human hunter.
Vidar is also wondering what the birds do to occupy their time.
Hoder swears he saw them tearing apart a corpse, could it be
that his faithful servants are man-eaters.
Alignment: Aberrant
Occupation: Messengers and spies
Power Category: Supernatural Creatures
Hit Points: 20 S.D.C.: 80
P.P.E.: 100
I.S.P. 112
Attributes: I.Q. 15, M.E. 18, M.A. 18, P.S. 10, P.P. 20, P.E. 20,
Spd. 88 (flying 60 mph/96 km), P.B. 12
Age: Immortal, Sex: Male and Female, Height: 32 inches (80 cm), Weight: 4 lbs (1.8 kg)
Human Features: Hands (none), Biped (none), Speech (full), Looks (None).
Major Super Abilitiy: Super-Regeneration
Minor Super Abilities: Impervious to Fear & Terror, Impervious
to Control & Possession, and Abnormal Energy Sense
Sensitive Psionics: Sensory Link, Mimic Skills, Mind Block, See
the Invisible, Sense Evil, Object Read, Total Recall, and See Aura.
All psionics powers are equal to a 6th level psychic.
Natural Abilities: Read and Speak all languages, nightvision 90
feet (27.4 m; can see in total darkness), keen hawk-like vision
(two mile/3.2 km range), suffer no fatigue, and takes half damage
from fire/ice attacks.
Attacks per Melee: 4
Combat Bonuses: +2 on initiative, +3 to strike & parry, and
+3 to dodge (+5 in flight).
Saving Throws: Need a 12 or better to save vs. psionics, +20%
to save vs. coma/death, +6 to save vs. magic, +3 to save vs. poison,
and +8 to save vs. psionics.
Combat Skills: Claws and beak/bite/peck does 2D4 damage,
while flying body slam does 3D6 damage (counts as 2 attacks).
Other Bonuses: 50% trust/intimidate
Skills of Note: Detect Ambush 70%, Detect Concealment 65%,
Pick Locks 70%, Tracking (people) 80%, Wilderness Survival 90%,
Find Contraband 50%, Prowl 70%, Roadwise 50%, Streetwise 44%,
Astronomy & Navigation 40%, and Land Navigation 80%.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
SLEIPNIR (Vidar’s Horse)
The horse known as Sleipnir was created by a German scientist trying
to clone his prize stallion, thinking he could make a fortune by
constantly recreating his champion horse. The offspring instead turned
out to be a mutant horse with six legs. At first, the scientist was
simply going to shoot the animal, yet he was amazed on how well
the animal could run. It also showed amazing intelligence for a horse.
However, the scientist has no idea just how smart the horse really was.
He began to learn to read and speak via his telepathic abilities.
Before long, the horse began to hate its captivity and its master.
Years later two raven’s appeared on its fence. They asked him, “Why
do you stay when you could escape?” He told them, “Because the
humans would find me and kill me because I’m not like others
horses.” The birds laughed, “And what do you think your human
captor will do to you when your usefulness is over.” This made the
horse quiver in fear. “Not to worry,” the ravens said, “Our master
will take care of you, fetch him we will and he deal with your owner.”
Several days later, Vidar arrived to find what he believed to be his
father’s horse reincarnated here on Heroes Unlimited Earth. Although
this horse only had six legs instead of eight, he felt for sure his
father’s spirit had something to do with its creation. Unable to
find the horse’s owner to purchase it from him, he took the horse
(left a bag of gold coin on the porch) and named him Sleipnir.
Since then, Sleipnir has become Vidar constant companion next to
the Warriors of Valhalla. He tells him everything, especially his
doubts in himself and his woes of the future. Sleipnir knows Vidar
better then he knows himself.
He always speaking words of encouragement and leading him onward. Váli believes Vidar’s
greatest weakness would be to destroy WoV. He has no idea that
Vidar’s confidence and courage come from the mental encouragement
of his six-legged horse.
Real Name: Sleipnir
Former Name: Laune (Freak in English)
Occupation: Vidar’s Companion and Means of Travel.
Alignment: Scrupulous
Power Category: Mutant Animal (Horse)
Experience Level: 3rd
Hit Points: 27 S.D.C.: 65
P.P.E.: 34
Appearance: Sleipnir is a Swedish Warmblood Stallion. His
coat is snow in color. He has six legs instead of the normal four.
Attributes: I.Q. 8, M.E. 13, M.A. 11, P.S. 17, P.P. 11, P.E. 17,
Spd.130 (91 mph/146 km), P.B. 13
Age: 6 (28), Sex: Male, Height: 5 foot and 6 inches
(1.70 m) at shoulder, Weight:1300 lbs (585 kg).
Size Level: 9. Build: Medium.
Human Features: Hands (None), Biped (None), Speech (None), Looks (None).
Vestigial Disadvantages: Big & Dumb, Domestication, Vestigial
Hooves, Vestigial Tail. Prey Eyes, and Diet: Herbivore.
Minor Super Ability: Multiple Limb (legs).
Natural Weapons: Hoofed Feet
Mutant Animal Powers: Advance Hearing, Extraordinary Speed,
Leaping: Standard, and Extra Physical Endurance. Note: He fatigues
at one-third normal rate.
Animal Psionics: Telepathic Transmission and Telepathic Listening
Combat Training: Basic
Attacks per Melee: 4 (2 Initial and 2 from Hand to Hand)
Combat Bonuses: +1 to initiative, +1 to parry, +8 to dodge,
+2 to damage, +3 to roll with punch/fall, and +2 pull punch.
Saving Throws: +5% to save vs. coma/death, +3 to save
vs. disease, poison, and drugs, and +1 to save vs. magic.
Combat Skills: Kicks: front 2D6 points of damage, rear
3D6 damage; bite 1D4 damage.
Educational Background: Educated and Trained by Adopted Organization
Common Skills: Read & Speak German 86%/91%
Language Program: Read & Speak English, French, Norwegian, and Danish 75%/79%
Wilderness Program: Wilderness Survival 60%, Land
Navigation 58%, Track Animals 50%, Hunting, and Identify Plants &
Fruits 50%.
Secondary Skills: Hand to Hand: Basic, Running,
Athlete, Swimming 65%, Performance 40%, Mathematics: Basic 81%,
Prowl 40%, and Astronomy & Navigation 45%.
Money: None, has no need for money.
Weapons: None.
Equipment & Vehicles: Just a saddle
The horse known as Sleipnir was created by a German scientist trying
to clone his prize stallion, thinking he could make a fortune by
constantly recreating his champion horse. The offspring instead turned
out to be a mutant horse with six legs. At first, the scientist was
simply going to shoot the animal, yet he was amazed on how well
the animal could run. It also showed amazing intelligence for a horse.
However, the scientist has no idea just how smart the horse really was.
He began to learn to read and speak via his telepathic abilities.
Before long, the horse began to hate its captivity and its master.
Years later two raven’s appeared on its fence. They asked him, “Why
do you stay when you could escape?” He told them, “Because the
humans would find me and kill me because I’m not like others
horses.” The birds laughed, “And what do you think your human
captor will do to you when your usefulness is over.” This made the
horse quiver in fear. “Not to worry,” the ravens said, “Our master
will take care of you, fetch him we will and he deal with your owner.”
Several days later, Vidar arrived to find what he believed to be his
father’s horse reincarnated here on Heroes Unlimited Earth. Although
this horse only had six legs instead of eight, he felt for sure his
father’s spirit had something to do with its creation. Unable to
find the horse’s owner to purchase it from him, he took the horse
(left a bag of gold coin on the porch) and named him Sleipnir.
Since then, Sleipnir has become Vidar constant companion next to
the Warriors of Valhalla. He tells him everything, especially his
doubts in himself and his woes of the future. Sleipnir knows Vidar
better then he knows himself.
He always speaking words of encouragement and leading him onward. Váli believes Vidar’s
greatest weakness would be to destroy WoV. He has no idea that
Vidar’s confidence and courage come from the mental encouragement
of his six-legged horse.
Real Name: Sleipnir
Former Name: Laune (Freak in English)
Occupation: Vidar’s Companion and Means of Travel.
Alignment: Scrupulous
Power Category: Mutant Animal (Horse)
Experience Level: 3rd
Hit Points: 27 S.D.C.: 65
P.P.E.: 34
Appearance: Sleipnir is a Swedish Warmblood Stallion. His
coat is snow in color. He has six legs instead of the normal four.
Attributes: I.Q. 8, M.E. 13, M.A. 11, P.S. 17, P.P. 11, P.E. 17,
Spd.130 (91 mph/146 km), P.B. 13
Age: 6 (28), Sex: Male, Height: 5 foot and 6 inches
(1.70 m) at shoulder, Weight:1300 lbs (585 kg).
Size Level: 9. Build: Medium.
Human Features: Hands (None), Biped (None), Speech (None), Looks (None).
Vestigial Disadvantages: Big & Dumb, Domestication, Vestigial
Hooves, Vestigial Tail. Prey Eyes, and Diet: Herbivore.
Minor Super Ability: Multiple Limb (legs).
Natural Weapons: Hoofed Feet
Mutant Animal Powers: Advance Hearing, Extraordinary Speed,
Leaping: Standard, and Extra Physical Endurance. Note: He fatigues
at one-third normal rate.
Animal Psionics: Telepathic Transmission and Telepathic Listening
Combat Training: Basic
Attacks per Melee: 4 (2 Initial and 2 from Hand to Hand)
Combat Bonuses: +1 to initiative, +1 to parry, +8 to dodge,
+2 to damage, +3 to roll with punch/fall, and +2 pull punch.
Saving Throws: +5% to save vs. coma/death, +3 to save
vs. disease, poison, and drugs, and +1 to save vs. magic.
Combat Skills: Kicks: front 2D6 points of damage, rear
3D6 damage; bite 1D4 damage.
Educational Background: Educated and Trained by Adopted Organization
Common Skills: Read & Speak German 86%/91%
Language Program: Read & Speak English, French, Norwegian, and Danish 75%/79%
Wilderness Program: Wilderness Survival 60%, Land
Navigation 58%, Track Animals 50%, Hunting, and Identify Plants &
Fruits 50%.
Secondary Skills: Hand to Hand: Basic, Running,
Athlete, Swimming 65%, Performance 40%, Mathematics: Basic 81%,
Prowl 40%, and Astronomy & Navigation 45%.
Money: None, has no need for money.
Weapons: None.
Equipment & Vehicles: Just a saddle
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
VALI the Cursed
Váli is a son of the god Odin and the giantess Rindr. He was one of
Odin’s younger sons, overshadowed by his older stepbrothers Thor,
Loki, Tyr, and Balder. Their fame and adventures were the tales known
by all mortals in Midgard, while few mortals even knew he existed.
Nevertheless, Váli did not seek recognition, yet he knew his older
step-brother Vidar did. He worried that he would remain unknown and
that he had no part to play in the future of Asgard. Yet whenever given
the opportunity to prove is worth, Vidar failed to measure up, namely
because of his lack of self-confidence. It angered Váli when they
began to call his brother the silent god.
One day while the gods were enjoying an amusing game of seeing
what could hurt Balder, Váli’s blind older stepbrother Höðr wanted to
play. He amazingly fired an arrow at Balder’s chest. The arrow pierced
his chest and struck him in the center of the heart, killing him instantly.
Váli went into a fit of rage and charged his defenseless brother and
decapated him with his sword, thus killing him. All at once, he
realized what he done and feel into a pit of utter despair. Yet no
one weeped his brother’s death, instead they all mourned Balder.
In time, the truth became known that his evil stepbrother Loki was
at fault. Váli demanded that Loki be punished. Loki ran away and
went into hiding. Váli went in search of him. He hunted down the
god’s two sons Sigyn and Narfi. He killed them both to force the
god out of hiding, but his brother Thor eventually caught Loki in
the end. Loki was bound to three slabs of stone and buried deep
beneath the Earth. He swore revenge against Váli for killing his
humanoid sons. “So you want to be the god of revenge? Then
know this, divine justice will come one day and punish you in such
a way that my kinfolk will know satisfaction.”
Centuries later, Loki escaped, aligned himself with the giants
and the creatures of doom . Váli hoped he would be the one to
slay Loki, but Heimdall got to him first. Váli did his best to protect
his stepmother Frigga from a band of murderous giants. Suddenly
the Norns appeared before him and told him, Loki’s dying request
had been granted. This distraction was just enough for one of the
giant to throw a spear and hit Frigg in the back. Váli managed to slay
the giant, but the distraction killed his stepmother. He left the hall
and watched his brother Vidar slay the wolf Finir who just killed
their father. The two brothers just managed to escape to a
pocket dimension before Surt bathe Asgard in flame.
While in hiding, Váli pondered over his fate to understand its
meaning. When his brother and he stepped fought on Heroes
Unlimited Earth, and the Norns told them they must to the death,
Váli did realize his fate was coming into being. The Norns used
their all-powerful magic to turn him into a monstrous wolf, then
they forced fed him Loki’s heart. Eating the heart destroyed all the
good within him and encouraged his wrath like nature. His first vile
act was to attack Vidar, tear open his belly and devour part of his
intestine. Using his Gateway powers, he disappeared into the
wilderness.
Days later, he attempted to kill his brother again, but Vidar managed
to escape by shoving a tree down his throat. A few days later, Váli
noted his father’s ravens watching him. This convinced him that
Odin in some way might be helping his brother. Therefore he
decided to break his brother’s spirit by killing off his champions,
but each time the champion escaped. Unable to kill off the
champions individually, Váli has decided the time has come to
choose his own champions. He will make his selections from those
who are not only powerful, but as malicious and cruel as he. He
doesn’t care if their human, mutant, alien, or mystical in nature.
He just wants them to possess the ability to kill his brother and
his champions, so he can become the ruler of the world. Whether
or not the Norns will him return to his humanoid form he could
care less. He likes being a killer wolf. He is also positive that the
spirit of Loki might be trying to help him as well.
Real Name: Váli Sonodin
Occupation: Former champion of Asgard and Survivor of
Ragnarok, now Destroyer of Humankind, Hopes to become Ruler
of Heroes Unlimited Earth.
Alignment: Formerly Principled now Aberrant
Power Category: Immortal (Godling).
Experience Level: 7th level.
Hit Points: 422 S.D.C.: 673 Natural A.R.: 14
P.P.E.: 95
Appearance: Váli is massive black wolf with yellow eyes. Before
the cursed, Váli was a youthful looking blonde-haired, clean-shaven
man with green eyes.
Attributes: I.Q. 14, M.E. 15, M.A. 6, P.S. 34 (supernatural),
P.P. 17, P.E. 32, Spd. 88 (61 mph/99.1 km), P.B. 15
Age: Unknown, Sex: Male, Height: 8 feet (2.43 m),
Weight: 632 lbs (284.4 kg)
Mega-Powers: Immortality.
Major Super Abilities: Invulnerability, Super Consumption,
Gateway, and Animal Abilities: Canine
Minor Super Abilities: Immune to (Some) Super Abilities.
Natural Abilities: Enhanced healing (5x faster then normal
humans), increase range of powers by 50%, and magical affects
are only ½ their normal duration. He is considered a supernatural
being and has supernatural attributes.
Vulnerability: Lost of Humanity. The Curse of the Norns has
made Váli no longer see himself as a godling suffering from a curse,
but a cold and callous monster that like to feed on human flesh and
do whatever its necessary in order to become the next Ruler of
Heroes Unlimited Earth. The only thing standing in his way is his
brother and the Warriors of Valhalla. He feels he has nothing to fear
from humans because they are too frail and weak.
Combat Training: Expert
Attacks per Melee: 7 (4 initial +3 from Hand to Hand)
Combat Bonuses: +6 to initiative, +3 to strike, +5 to parry,
+5 to dodge, +19 to damage, +7 to roll with punch/fall, and +7 to
pull punch.
Saving Throws: Immune to undesired teleportation, immune
to disease, +52% to save vs. coma/death, +12 to save vs. magic,
+8 to save vs. possession, +8 to save vs. poison, +10 to save vs.
drugs, and +13 to save vs. Horror Factor.
Combat Skills: Restrained Claws 3D6+2, Full Strength 6D6,
Power Blow 1D6x10+12 (2), Bite 6D6, Power Bite 1D6x10+12 (2),
Kick 1D4x10, Tripping/Leghook (cannot be paired, must dodge
or knockdown, Backward Sweep (cannot be paired, must dodge
or knockdown) All Holds (uses his jaws), Paired Weapons, and
Critical strike on an unmodified roll of 18-20.
Educational Background: Primitive Warrior and has studied Earth extensively.
Common Skills: Read-Write/Speak Old Norse 94%/97%,
Mathematics: Basic 94%, Pilot: Horsemanship 68%/48%, Lore: Demon &
Monsters 65%, Archaeology 75%/55%, and Read-Write/Speak German,
English, Danish, Icelandic, Norwegian, and
Dutch 98%
Special Program: W.P. Spear, W.P. Blunt, W.P. Axe,
W.P. Sword, Acrobatics, Gymnastics, Prowl 85%, Climbing 98%/95%
, Wilderness Survival 85%, Land Navigation 75%, Track & Trap
Animals 70%/80%, and Military Etiquette 85%.
Secondary Skills: Outdoormanship, Swimming 85%,
Athlete, Running, Skin & Prepare Animal Hides 65%, Fishing 75%,
Astronomy & Navigation 55%, Law (General) 50%, Streetwise 28%,
and Research 50%.
Money: He has no need for money. He takes whatever he needs,
Weapons: He abandoned his magic Viking sword since he no
longer could use it. Vider is now using it. The only weapons he relies
on now are his teeth, claws, and supernatural abilities.
Equipment & Vehicles: He has no need for technology, however
he is aware of its uses in this world, so when he does assemble his
teams of champions (murders and assassins), he will rely on their
knowledge and expertise.
Váli is a son of the god Odin and the giantess Rindr. He was one of
Odin’s younger sons, overshadowed by his older stepbrothers Thor,
Loki, Tyr, and Balder. Their fame and adventures were the tales known
by all mortals in Midgard, while few mortals even knew he existed.
Nevertheless, Váli did not seek recognition, yet he knew his older
step-brother Vidar did. He worried that he would remain unknown and
that he had no part to play in the future of Asgard. Yet whenever given
the opportunity to prove is worth, Vidar failed to measure up, namely
because of his lack of self-confidence. It angered Váli when they
began to call his brother the silent god.
One day while the gods were enjoying an amusing game of seeing
what could hurt Balder, Váli’s blind older stepbrother Höðr wanted to
play. He amazingly fired an arrow at Balder’s chest. The arrow pierced
his chest and struck him in the center of the heart, killing him instantly.
Váli went into a fit of rage and charged his defenseless brother and
decapated him with his sword, thus killing him. All at once, he
realized what he done and feel into a pit of utter despair. Yet no
one weeped his brother’s death, instead they all mourned Balder.
In time, the truth became known that his evil stepbrother Loki was
at fault. Váli demanded that Loki be punished. Loki ran away and
went into hiding. Váli went in search of him. He hunted down the
god’s two sons Sigyn and Narfi. He killed them both to force the
god out of hiding, but his brother Thor eventually caught Loki in
the end. Loki was bound to three slabs of stone and buried deep
beneath the Earth. He swore revenge against Váli for killing his
humanoid sons. “So you want to be the god of revenge? Then
know this, divine justice will come one day and punish you in such
a way that my kinfolk will know satisfaction.”
Centuries later, Loki escaped, aligned himself with the giants
and the creatures of doom . Váli hoped he would be the one to
slay Loki, but Heimdall got to him first. Váli did his best to protect
his stepmother Frigga from a band of murderous giants. Suddenly
the Norns appeared before him and told him, Loki’s dying request
had been granted. This distraction was just enough for one of the
giant to throw a spear and hit Frigg in the back. Váli managed to slay
the giant, but the distraction killed his stepmother. He left the hall
and watched his brother Vidar slay the wolf Finir who just killed
their father. The two brothers just managed to escape to a
pocket dimension before Surt bathe Asgard in flame.
While in hiding, Váli pondered over his fate to understand its
meaning. When his brother and he stepped fought on Heroes
Unlimited Earth, and the Norns told them they must to the death,
Váli did realize his fate was coming into being. The Norns used
their all-powerful magic to turn him into a monstrous wolf, then
they forced fed him Loki’s heart. Eating the heart destroyed all the
good within him and encouraged his wrath like nature. His first vile
act was to attack Vidar, tear open his belly and devour part of his
intestine. Using his Gateway powers, he disappeared into the
wilderness.
Days later, he attempted to kill his brother again, but Vidar managed
to escape by shoving a tree down his throat. A few days later, Váli
noted his father’s ravens watching him. This convinced him that
Odin in some way might be helping his brother. Therefore he
decided to break his brother’s spirit by killing off his champions,
but each time the champion escaped. Unable to kill off the
champions individually, Váli has decided the time has come to
choose his own champions. He will make his selections from those
who are not only powerful, but as malicious and cruel as he. He
doesn’t care if their human, mutant, alien, or mystical in nature.
He just wants them to possess the ability to kill his brother and
his champions, so he can become the ruler of the world. Whether
or not the Norns will him return to his humanoid form he could
care less. He likes being a killer wolf. He is also positive that the
spirit of Loki might be trying to help him as well.
Real Name: Váli Sonodin
Occupation: Former champion of Asgard and Survivor of
Ragnarok, now Destroyer of Humankind, Hopes to become Ruler
of Heroes Unlimited Earth.
Alignment: Formerly Principled now Aberrant
Power Category: Immortal (Godling).
Experience Level: 7th level.
Hit Points: 422 S.D.C.: 673 Natural A.R.: 14
P.P.E.: 95
Appearance: Váli is massive black wolf with yellow eyes. Before
the cursed, Váli was a youthful looking blonde-haired, clean-shaven
man with green eyes.
Attributes: I.Q. 14, M.E. 15, M.A. 6, P.S. 34 (supernatural),
P.P. 17, P.E. 32, Spd. 88 (61 mph/99.1 km), P.B. 15
Age: Unknown, Sex: Male, Height: 8 feet (2.43 m),
Weight: 632 lbs (284.4 kg)
Mega-Powers: Immortality.
Major Super Abilities: Invulnerability, Super Consumption,
Gateway, and Animal Abilities: Canine
Minor Super Abilities: Immune to (Some) Super Abilities.
Natural Abilities: Enhanced healing (5x faster then normal
humans), increase range of powers by 50%, and magical affects
are only ½ their normal duration. He is considered a supernatural
being and has supernatural attributes.
Vulnerability: Lost of Humanity. The Curse of the Norns has
made Váli no longer see himself as a godling suffering from a curse,
but a cold and callous monster that like to feed on human flesh and
do whatever its necessary in order to become the next Ruler of
Heroes Unlimited Earth. The only thing standing in his way is his
brother and the Warriors of Valhalla. He feels he has nothing to fear
from humans because they are too frail and weak.
Combat Training: Expert
Attacks per Melee: 7 (4 initial +3 from Hand to Hand)
Combat Bonuses: +6 to initiative, +3 to strike, +5 to parry,
+5 to dodge, +19 to damage, +7 to roll with punch/fall, and +7 to
pull punch.
Saving Throws: Immune to undesired teleportation, immune
to disease, +52% to save vs. coma/death, +12 to save vs. magic,
+8 to save vs. possession, +8 to save vs. poison, +10 to save vs.
drugs, and +13 to save vs. Horror Factor.
Combat Skills: Restrained Claws 3D6+2, Full Strength 6D6,
Power Blow 1D6x10+12 (2), Bite 6D6, Power Bite 1D6x10+12 (2),
Kick 1D4x10, Tripping/Leghook (cannot be paired, must dodge
or knockdown, Backward Sweep (cannot be paired, must dodge
or knockdown) All Holds (uses his jaws), Paired Weapons, and
Critical strike on an unmodified roll of 18-20.
Educational Background: Primitive Warrior and has studied Earth extensively.
Common Skills: Read-Write/Speak Old Norse 94%/97%,
Mathematics: Basic 94%, Pilot: Horsemanship 68%/48%, Lore: Demon &
Monsters 65%, Archaeology 75%/55%, and Read-Write/Speak German,
English, Danish, Icelandic, Norwegian, and
Dutch 98%
Special Program: W.P. Spear, W.P. Blunt, W.P. Axe,
W.P. Sword, Acrobatics, Gymnastics, Prowl 85%, Climbing 98%/95%
, Wilderness Survival 85%, Land Navigation 75%, Track & Trap
Animals 70%/80%, and Military Etiquette 85%.
Secondary Skills: Outdoormanship, Swimming 85%,
Athlete, Running, Skin & Prepare Animal Hides 65%, Fishing 75%,
Astronomy & Navigation 55%, Law (General) 50%, Streetwise 28%,
and Research 50%.
Money: He has no need for money. He takes whatever he needs,
Weapons: He abandoned his magic Viking sword since he no
longer could use it. Vider is now using it. The only weapons he relies
on now are his teeth, claws, and supernatural abilities.
Equipment & Vehicles: He has no need for technology, however
he is aware of its uses in this world, so when he does assemble his
teams of champions (murders and assassins), he will rely on their
knowledge and expertise.
- dragon_blaze_99
- Hero
- Posts: 902
- Joined: Wed Dec 08, 2004 11:01 am
- Location: Kreelock via Wetaskiwin Alberta,Canada
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
- dragon_blaze_99
- Hero
- Posts: 902
- Joined: Wed Dec 08, 2004 11:01 am
- Location: Kreelock via Wetaskiwin Alberta,Canada
thanks couldn't remember the name and I did know I say his some wereReagren Wright wrote:Yeah that would be Magni, but he already exists in Pantheons and is
easily converted over. Besides how many Supernatural P.S. guys
does one group need .
The mind is the gateway to the future
Ethics are so annoying. I avoid them on principle
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
I use the new skills from Beyond the Supernatural 2nd edition and
Rifts Ultimate. I also borrow some from Ninjas and Superspies and some
from Rifter #25. John C. Philpott came up with a great skill programs.
The skiing skill doesn't exist (thought for sure it be in Rifts Russia or
Canada) so I made it up. HU is in desperate need of new skill programs,
and as much as like Rifts books, I would like to see anything for HU
that updated them .
Rifts Ultimate. I also borrow some from Ninjas and Superspies and some
from Rifter #25. John C. Philpott came up with a great skill programs.
The skiing skill doesn't exist (thought for sure it be in Rifts Russia or
Canada) so I made it up. HU is in desperate need of new skill programs,
and as much as like Rifts books, I would like to see anything for HU
that updated them .
- dragon_blaze_99
- Hero
- Posts: 902
- Joined: Wed Dec 08, 2004 11:01 am
- Location: Kreelock via Wetaskiwin Alberta,Canada
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
- Zenvis
- Megaversal® Ambassador Coordinator
- Posts: 1134
- Joined: Mon Feb 19, 2001 2:01 am
- Location: Utah
- Contact:
Has anyone considered doing the Rat Pack?
Everything you can imagine is real. - Pablo Picasso
Imagination is more important than knowledge." but knowledge does help. - Albert Einstein
The gift of fantasy has meant more to me than my talent for absorbing positive knowledge. - Albert Einstein
My Blog and My Other Blog
Imagination is more important than knowledge." but knowledge does help. - Albert Einstein
The gift of fantasy has meant more to me than my talent for absorbing positive knowledge. - Albert Einstein
My Blog and My Other Blog
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
- dragon_blaze_99
- Hero
- Posts: 902
- Joined: Wed Dec 08, 2004 11:01 am
- Location: Kreelock via Wetaskiwin Alberta,Canada
Zenvis wrote:Has anyone considered doing the Rat Pack?
I hope you don't mean http://en.wikipedia.org/wiki/Rat_Pack
The mind is the gateway to the future
Ethics are so annoying. I avoid them on principle
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
- Zenvis
- Megaversal® Ambassador Coordinator
- Posts: 1134
- Joined: Mon Feb 19, 2001 2:01 am
- Location: Utah
- Contact:
No, LOL,
I mean the Rat Pack from Turtles go Hollywood. I had not thought of that, but its funny.
I mean the Rat Pack from Turtles go Hollywood. I had not thought of that, but its funny.
Everything you can imagine is real. - Pablo Picasso
Imagination is more important than knowledge." but knowledge does help. - Albert Einstein
The gift of fantasy has meant more to me than my talent for absorbing positive knowledge. - Albert Einstein
My Blog and My Other Blog
Imagination is more important than knowledge." but knowledge does help. - Albert Einstein
The gift of fantasy has meant more to me than my talent for absorbing positive knowledge. - Albert Einstein
My Blog and My Other Blog
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Okay I'm about to lose internet, but have no fear I'll still be posting and doing conversions although it will just take a bit longer. I'm also going to have to find me a copy of Truckin Turtles. However as long as the Rat Pack are not created by the Turtle creators, an update shouldn't be a problem.
- Zenvis
- Megaversal® Ambassador Coordinator
- Posts: 1134
- Joined: Mon Feb 19, 2001 2:01 am
- Location: Utah
- Contact:
Reagren Wright wrote:Okay I'm about to lose internet, but have no fear I'll still be posting and doing conversions although it will just take a bit longer. I'm also going to have to find me a copy of Truckin Turtles. However as long as the Rat Pack are not created by the Turtle creators, an update shouldn't be a problem.
Not Truck'n Turtles, Turtles go Hollywood.
Everything you can imagine is real. - Pablo Picasso
Imagination is more important than knowledge." but knowledge does help. - Albert Einstein
The gift of fantasy has meant more to me than my talent for absorbing positive knowledge. - Albert Einstein
My Blog and My Other Blog
Imagination is more important than knowledge." but knowledge does help. - Albert Einstein
The gift of fantasy has meant more to me than my talent for absorbing positive knowledge. - Albert Einstein
My Blog and My Other Blog
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Aah good to have internet back. Well cash is a little tight, but I'm still
going to try for those books, see what else I can find to convert.
In the meantime figured I toss these lovely ladies out on the board.
I love the whole femme fatale thing they did for Rifter #39 and while
looking for ideas I came across one that struck a cord in
Gramercy Island Adventure Scenarious (page 223). It names five super villainesses called Fatale who
are looking to break Diva (a 5th level Natural Psionic) out of the prison.
This of course is all the information they give about them, so I decided to
offer my take on who this group could be. Enjoy these nasty ladies who are
looking to hurt any male super heroes that gets in their way.
FATALE
SINDERELLA
Drew Ames just never seemed to fit in. During middle school, his good
look attracted all sorts of girls (even some high school ones), but
Drew showed them no interest. Instead, he concentrated on his
own interests (namely photography, sewing, and math).
This trend continued in high school and college (Copernicus University
in Century Station). His friends and family were suspicious about
his behavior but never pushed or asked him. One day a female
friend named Payton asked him to design an evening gown for her
to wear in a theatrical play of Cinderella. Realizing this was an
opportunity to showcase his talent, Drew went to work. He created
a beautiful evening gown that was simply stunning. However,
Payton’s football playing boyfriend became jealous of Drew because
of how much time she spent with him. He also didn’t like people
like Drew. So as a prank, he and his fellow football players
convinced Drew and Payton to come to their fraternity house for
a party. While at the party, they gave Drew a spiked drink, which
caused him to pass out. They put him in Payton’s dress and paraded
him around the party, calling him Drewella. Drew regained enough
of his senses to realize what was happening. The humiliation became
unbearable, and something within him snapped, ushering forth a
hidden personality that controlled Drew’s untapped mutant powers.
It set fire to the room and fuel flamed it. Nearly 2/3 of everyone at
the party was burned alive by the blaze including Payton and
her boyfriend. Drew, however, escaped unharmed but unable to
recall what happen or how the fire started. He was so distraught he
left college.
While Drew attempted to rebuild his life, his split personality Darice
Jane was growing more powerful and dominant. She kept the
un-singed evening gown and began committing numerous crimes in
it, calling herself Sinderella. She also began to show a greater
hatred toward men in general. Finally, Darice decided that men
as a species needed to be done away with, but she realized that
such enormous task could not be done by her alone, so she decided
to find other women who thought the same as her. Word spread
through the criminal underground of Century Station, and several
super villainesses answered the call. Darice has recently learned that
the powerful psychic Diva who is currently being held in Gramercy
Island is looking for someone to spring her. Darice is convinced that Diva
would be the last piece of the puzzle that will allow Fatale to accomplish
their mission; destroying every human male on this planet.
Real Name: Drew Ames
Alias: Darice Jane
Occupation: Criminal Mastermind
Alignment: As Drew Ames he is Scrupulous, as Darice Jane
(Sinderella) she is Aberrant
Power Category: Mutant (Continuous Mutant)
Experience Level: 7th
Hit Points: 47 S.D.C.: 41
P.P.E.: 26
Appearance: Drew Ames is tall and muscular, has a slender face,
short spiky blond hair, blue eyes, and loves wearing tailor made
suites. As Darice/Sinderlla, she wears an elaborate red ball gown, with
red satin, red ribbons to hold back the flounces, red satin gloves to
cover her arms, red straps over the shoulders, a curl blond wig, and
lots of makeup.
[b]Attributes[/b]: I.Q. 21, M.E. 27, M.A. 15, P.S. 10, P.P. 22, P.E. 13, Spd. 27, P.B. 24
Age: 23, Sex: Male (Female), Height: 5 foot and 10 inches (1.77 m), Weight: 165 lbs (74.25 kg)
Insanity: Drew Ames suffers from multiple personalities. The
evil personality of Darice Jane suffers from misandry (the hatred of
men as a sex) and believes in placing female or the feminine point
of view at the center of human existence. Men as far as she is
concerend should be eliminated as a species. Drew is unaware of
Darice existance and that he possess any super abilities.
Unusual Characteristics: Delicate, sensitive hands, and angelic face.
Major Super Ability: Control Elemental Force: Fire and Super Energy Expulsion: Fire
Minor Super Ability: Energy Expulsion: Heat and Energy Expulsion:
Flame Ring. Note: At levels 8, 12, and 14 he/she will receive additional
minor super abilities.
Combat Training: Basic
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +1 to initiative, +5 to strike, +6 to parry, +6 to
dodge, +2 to damage, +2 to roll with punch/fall, +3 to pull punch, and
+1 to disarm.
Saving Throws: Impervious to all fire, heat, and smoke. Takes ½
damage from all forms of energy, +6 to save vs. psionics, and +10 to save vs. insanity.
Combat Skills: Punch 1D4, Power Blow 2D4 (2), Elbow/Forearm
1D6, Knee 1D6, Snap Kick 1D6+2, All Holds, and Critical Strike on a
roll of 19-20.
Other Bonuses: +7% to skills and 70% to charm/impress.
Educational Background: Three years in College
Common Skills: Read-Write/Speak English 98%/98%,
Pilot: Automobile 88%, and Sense of Balance 72%
Journalist Program: Computer Operation 98%, Research
97%, Photography 92%, and Writing 82%.
Domestic Program: Mathematics: Basic 98%, Wardrobe
& Grooming 98%, Housekeeping 92%, and Sewing 97%.
Technical Program: Business & Finance 92%, Computer
Programming 93%, Gemology 82%, and Philosophy 97%.
Secondary Skills: Hand to Hand: Basic, Cook 77%,
Dance 72%, Singing 77%, Seduction 55%, Swimming 92%, Aerobic
Athletics, Running, Prowl 57%, Concealment 55%, Streetwise 35%,
and Public Speaking 67%.
Money: Drew Ames makes around $29,000 a year as a freelance
fashion designer. Darice has stolen over $750,000 in jewelry, designer
clothes, fur coats, shoes, and other apparel. Her ultimate goal is to
remove most of the money away from men and distribute out to
women (with herself receiving the biggest share).
Weapons: None, she relies only on her super powers.
Fire Blast, Range: 170 feet (51.8 m), Damage: 4D6+14,
Bonus: +2 to strike.
Energy Expulsion: Fire, Range: 740 feet (225 m), Damage:
10D6 or 1D6x10, Bonus: +7 aimed or +4 wild.
Super Fire Blast, Range: Range: 740 feet (225 m), Damage:
2D4x10+22 (uses up all attacks). Bonus: +7 aimed or +4 wild.
Aura Effect: Range: 10 feet (3 m), Damage: 1D6+7, Counts as
two melee attacks.
Energy Expulsion: Heat, Range: 300 feet (91.5 m), Damage:
5D6. -3 to parry or dodge, +7 aimed or +4 wild.
Flame Ring, Range: Self or 20 feet (6 m), Damage: 5D6 to
pass through or 2D6 to combustibles, Counts and 1 attack/action
and uses up 1 attack/action to maintain.
Equipment & Vehicles: Drew has his own studio apartment
in Century Station (Javarta) from which he works and runs his
business. Darice uses an abandoned factory Ogilvie.
going to try for those books, see what else I can find to convert.
In the meantime figured I toss these lovely ladies out on the board.
I love the whole femme fatale thing they did for Rifter #39 and while
looking for ideas I came across one that struck a cord in
Gramercy Island Adventure Scenarious (page 223). It names five super villainesses called Fatale who
are looking to break Diva (a 5th level Natural Psionic) out of the prison.
This of course is all the information they give about them, so I decided to
offer my take on who this group could be. Enjoy these nasty ladies who are
looking to hurt any male super heroes that gets in their way.
FATALE
SINDERELLA
Drew Ames just never seemed to fit in. During middle school, his good
look attracted all sorts of girls (even some high school ones), but
Drew showed them no interest. Instead, he concentrated on his
own interests (namely photography, sewing, and math).
This trend continued in high school and college (Copernicus University
in Century Station). His friends and family were suspicious about
his behavior but never pushed or asked him. One day a female
friend named Payton asked him to design an evening gown for her
to wear in a theatrical play of Cinderella. Realizing this was an
opportunity to showcase his talent, Drew went to work. He created
a beautiful evening gown that was simply stunning. However,
Payton’s football playing boyfriend became jealous of Drew because
of how much time she spent with him. He also didn’t like people
like Drew. So as a prank, he and his fellow football players
convinced Drew and Payton to come to their fraternity house for
a party. While at the party, they gave Drew a spiked drink, which
caused him to pass out. They put him in Payton’s dress and paraded
him around the party, calling him Drewella. Drew regained enough
of his senses to realize what was happening. The humiliation became
unbearable, and something within him snapped, ushering forth a
hidden personality that controlled Drew’s untapped mutant powers.
It set fire to the room and fuel flamed it. Nearly 2/3 of everyone at
the party was burned alive by the blaze including Payton and
her boyfriend. Drew, however, escaped unharmed but unable to
recall what happen or how the fire started. He was so distraught he
left college.
While Drew attempted to rebuild his life, his split personality Darice
Jane was growing more powerful and dominant. She kept the
un-singed evening gown and began committing numerous crimes in
it, calling herself Sinderella. She also began to show a greater
hatred toward men in general. Finally, Darice decided that men
as a species needed to be done away with, but she realized that
such enormous task could not be done by her alone, so she decided
to find other women who thought the same as her. Word spread
through the criminal underground of Century Station, and several
super villainesses answered the call. Darice has recently learned that
the powerful psychic Diva who is currently being held in Gramercy
Island is looking for someone to spring her. Darice is convinced that Diva
would be the last piece of the puzzle that will allow Fatale to accomplish
their mission; destroying every human male on this planet.
Real Name: Drew Ames
Alias: Darice Jane
Occupation: Criminal Mastermind
Alignment: As Drew Ames he is Scrupulous, as Darice Jane
(Sinderella) she is Aberrant
Power Category: Mutant (Continuous Mutant)
Experience Level: 7th
Hit Points: 47 S.D.C.: 41
P.P.E.: 26
Appearance: Drew Ames is tall and muscular, has a slender face,
short spiky blond hair, blue eyes, and loves wearing tailor made
suites. As Darice/Sinderlla, she wears an elaborate red ball gown, with
red satin, red ribbons to hold back the flounces, red satin gloves to
cover her arms, red straps over the shoulders, a curl blond wig, and
lots of makeup.
[b]Attributes[/b]: I.Q. 21, M.E. 27, M.A. 15, P.S. 10, P.P. 22, P.E. 13, Spd. 27, P.B. 24
Age: 23, Sex: Male (Female), Height: 5 foot and 10 inches (1.77 m), Weight: 165 lbs (74.25 kg)
Insanity: Drew Ames suffers from multiple personalities. The
evil personality of Darice Jane suffers from misandry (the hatred of
men as a sex) and believes in placing female or the feminine point
of view at the center of human existence. Men as far as she is
concerend should be eliminated as a species. Drew is unaware of
Darice existance and that he possess any super abilities.
Unusual Characteristics: Delicate, sensitive hands, and angelic face.
Major Super Ability: Control Elemental Force: Fire and Super Energy Expulsion: Fire
Minor Super Ability: Energy Expulsion: Heat and Energy Expulsion:
Flame Ring. Note: At levels 8, 12, and 14 he/she will receive additional
minor super abilities.
Combat Training: Basic
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Bonuses: +1 to initiative, +5 to strike, +6 to parry, +6 to
dodge, +2 to damage, +2 to roll with punch/fall, +3 to pull punch, and
+1 to disarm.
Saving Throws: Impervious to all fire, heat, and smoke. Takes ½
damage from all forms of energy, +6 to save vs. psionics, and +10 to save vs. insanity.
Combat Skills: Punch 1D4, Power Blow 2D4 (2), Elbow/Forearm
1D6, Knee 1D6, Snap Kick 1D6+2, All Holds, and Critical Strike on a
roll of 19-20.
Other Bonuses: +7% to skills and 70% to charm/impress.
Educational Background: Three years in College
Common Skills: Read-Write/Speak English 98%/98%,
Pilot: Automobile 88%, and Sense of Balance 72%
Journalist Program: Computer Operation 98%, Research
97%, Photography 92%, and Writing 82%.
Domestic Program: Mathematics: Basic 98%, Wardrobe
& Grooming 98%, Housekeeping 92%, and Sewing 97%.
Technical Program: Business & Finance 92%, Computer
Programming 93%, Gemology 82%, and Philosophy 97%.
Secondary Skills: Hand to Hand: Basic, Cook 77%,
Dance 72%, Singing 77%, Seduction 55%, Swimming 92%, Aerobic
Athletics, Running, Prowl 57%, Concealment 55%, Streetwise 35%,
and Public Speaking 67%.
Money: Drew Ames makes around $29,000 a year as a freelance
fashion designer. Darice has stolen over $750,000 in jewelry, designer
clothes, fur coats, shoes, and other apparel. Her ultimate goal is to
remove most of the money away from men and distribute out to
women (with herself receiving the biggest share).
Weapons: None, she relies only on her super powers.
Fire Blast, Range: 170 feet (51.8 m), Damage: 4D6+14,
Bonus: +2 to strike.
Energy Expulsion: Fire, Range: 740 feet (225 m), Damage:
10D6 or 1D6x10, Bonus: +7 aimed or +4 wild.
Super Fire Blast, Range: Range: 740 feet (225 m), Damage:
2D4x10+22 (uses up all attacks). Bonus: +7 aimed or +4 wild.
Aura Effect: Range: 10 feet (3 m), Damage: 1D6+7, Counts as
two melee attacks.
Energy Expulsion: Heat, Range: 300 feet (91.5 m), Damage:
5D6. -3 to parry or dodge, +7 aimed or +4 wild.
Flame Ring, Range: Self or 20 feet (6 m), Damage: 5D6 to
pass through or 2D6 to combustibles, Counts and 1 attack/action
and uses up 1 attack/action to maintain.
Equipment & Vehicles: Drew has his own studio apartment
in Century Station (Javarta) from which he works and runs his
business. Darice uses an abandoned factory Ogilvie.
Last edited by Reagren Wright on Sat Sep 08, 2007 7:04 pm, edited 3 times in total.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
CHARISMA
Giselle Leroy wanted to be a super model. She had the looks, the
attitude, and the determination. However, she had some serious
issues regarding her violent temper. She slapped a hair stylist for
cutting her hair an inch to short. She beat up a make up lady for
accidentally poking her in the eye. She kicked a photographer in the
groin when her made an off the mark comment about the length of
her hair. Eventually nobody wanted to work with her. Giselle blamed
it on men in general. Finally, she got a big break; Cosmet Industries
wanted her to be their new spokesperson for several brand new
cosmetics they were putting out. However, after meeting with several
of the companies’ representatives, they decided to do a thorough
background check on her, turns out the reason behind her
extraordinary good looks was Giselle was a mutant. Already having
issues with Cheetah of the Masters of Speed, the last thing the
Cosmet Industries wanted on their hands is another liability.
One of their representatives met with Giselle to tell her the bad
news. It infuriated her. She snatched the man up with her hair and
tossed him over her balcony.
Now a wanted fugitive, Giselle has convinced herself that men in
general simply don’t like her because she is a mutant and they are
jealous that she is so much better then they are. She has turned toward
a life of crime because her dreams of being a super model are impossible.
The men in this world have taken her ambitions from her so she will
do whatever is necessary to take theirs away as well. Her recent move
to the United States from France was originally an attempt to avoid
Great Britain’s S.C.R.E.T. which the French government contacted in
an attempt to apprehend her. She loves the atmosphere of Century
Station and if all goes to plan, her associates of Fatale will soon make
sure that her super model dream come to true.
Real Name: Giselle Leroy
Occupation: Professional Thief and Con Artist
Alignment: Aberrant
Power Category: Mutant
Experience Level: 5th
Hit Points: 34 S.D.C.: 38
P.P.E.: 30
Appearance: She has white blond hair that falls to her knees,
black eyes with pearl color skin. Her dresses always match her skin
color.
Attributes: I.Q. 15, M.E. 27, M.A. 30, P.S. 20, P.P. 14, P.E. 15, Spd. 15, P.B. 26
Age: 25, Sex: Female, Height: 5 foot and 7 inches (1.70 m), Weight: 115 lbs (51.75 kg)
Unusual Characteristics: Black eyes and pearl white skin.
Major Super Ability: Personal Recognition
Minor Super Abilities: Extraordinary Mental Affinity, Extraordinary
Physical Beauty, and Tentacles of Hair. Note: Her hair can carry 200
lbs (90 kg) and lift 400 lbs (180 kg).
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Training: Basic
Combat Bonuses: +1 to initiative, +1 to strike, +3 to parry,
+3 to dodge, +5 to damage, +3 to roll with punch/fall, and +2 to
pull punch.
Saving Throws: +6 to save vs. psionics & +10 to save vs. insanity.
Combat Skills: Punch 1D4, Power Blow 2D4 (2), Elbow &
Forearm 1D6, Knee 1D6, Karate Kick 2D4, and All Holds.
Other Bonuses: 97% trust/intimidate and 80% to charm/impress.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak French 93%/90%, Mathematics: Basic 87%, Pilot: Automobile 75%,
Professional Thief Program: Locksmith 75%, Prowl 65%,
Climb 80%/70% (98%/90%), Surveillance 70%, and Basic Electronics 70%.
Criminal Program: Streetwise 55%, Pick Locks 75%,
Pick Pocket 85%, Safe Cracking 59%, and Seduction 84%.
Secondary Skills: Hand to Hand: Basic, Concealment 60%,
Computer Operation 75%, Computer Programming 65%,
Performance 70%, Wardrobe & Grooming 80%, Language: English 80%,
Literacy: English 80%, Athlete, and Swimming 65%.
Money: Charisma has several hundred thousand American dollars
stashed in a bank in Century Station. She also has $3 million
Eurodollars in a Swiss Bank account. She loves luxury and
expensive things.
Weapons: None, she relies only on her super powers
Whip strikes by hair 2D4
Equipment & Vehicles: She drives around Century Station in a
Ferari GTO. It is but one of the many automobiles she owns. The rest
are in France.
Giselle Leroy wanted to be a super model. She had the looks, the
attitude, and the determination. However, she had some serious
issues regarding her violent temper. She slapped a hair stylist for
cutting her hair an inch to short. She beat up a make up lady for
accidentally poking her in the eye. She kicked a photographer in the
groin when her made an off the mark comment about the length of
her hair. Eventually nobody wanted to work with her. Giselle blamed
it on men in general. Finally, she got a big break; Cosmet Industries
wanted her to be their new spokesperson for several brand new
cosmetics they were putting out. However, after meeting with several
of the companies’ representatives, they decided to do a thorough
background check on her, turns out the reason behind her
extraordinary good looks was Giselle was a mutant. Already having
issues with Cheetah of the Masters of Speed, the last thing the
Cosmet Industries wanted on their hands is another liability.
One of their representatives met with Giselle to tell her the bad
news. It infuriated her. She snatched the man up with her hair and
tossed him over her balcony.
Now a wanted fugitive, Giselle has convinced herself that men in
general simply don’t like her because she is a mutant and they are
jealous that she is so much better then they are. She has turned toward
a life of crime because her dreams of being a super model are impossible.
The men in this world have taken her ambitions from her so she will
do whatever is necessary to take theirs away as well. Her recent move
to the United States from France was originally an attempt to avoid
Great Britain’s S.C.R.E.T. which the French government contacted in
an attempt to apprehend her. She loves the atmosphere of Century
Station and if all goes to plan, her associates of Fatale will soon make
sure that her super model dream come to true.
Real Name: Giselle Leroy
Occupation: Professional Thief and Con Artist
Alignment: Aberrant
Power Category: Mutant
Experience Level: 5th
Hit Points: 34 S.D.C.: 38
P.P.E.: 30
Appearance: She has white blond hair that falls to her knees,
black eyes with pearl color skin. Her dresses always match her skin
color.
Attributes: I.Q. 15, M.E. 27, M.A. 30, P.S. 20, P.P. 14, P.E. 15, Spd. 15, P.B. 26
Age: 25, Sex: Female, Height: 5 foot and 7 inches (1.70 m), Weight: 115 lbs (51.75 kg)
Unusual Characteristics: Black eyes and pearl white skin.
Major Super Ability: Personal Recognition
Minor Super Abilities: Extraordinary Mental Affinity, Extraordinary
Physical Beauty, and Tentacles of Hair. Note: Her hair can carry 200
lbs (90 kg) and lift 400 lbs (180 kg).
Attacks per Melee: 5 (2 initial + 3 from Hand to Hand)
Combat Training: Basic
Combat Bonuses: +1 to initiative, +1 to strike, +3 to parry,
+3 to dodge, +5 to damage, +3 to roll with punch/fall, and +2 to
pull punch.
Saving Throws: +6 to save vs. psionics & +10 to save vs. insanity.
Combat Skills: Punch 1D4, Power Blow 2D4 (2), Elbow &
Forearm 1D6, Knee 1D6, Karate Kick 2D4, and All Holds.
Other Bonuses: 97% trust/intimidate and 80% to charm/impress.
Educational Background: On the Job Training
Common Skills: Read-Write/Speak French 93%/90%, Mathematics: Basic 87%, Pilot: Automobile 75%,
Professional Thief Program: Locksmith 75%, Prowl 65%,
Climb 80%/70% (98%/90%), Surveillance 70%, and Basic Electronics 70%.
Criminal Program: Streetwise 55%, Pick Locks 75%,
Pick Pocket 85%, Safe Cracking 59%, and Seduction 84%.
Secondary Skills: Hand to Hand: Basic, Concealment 60%,
Computer Operation 75%, Computer Programming 65%,
Performance 70%, Wardrobe & Grooming 80%, Language: English 80%,
Literacy: English 80%, Athlete, and Swimming 65%.
Money: Charisma has several hundred thousand American dollars
stashed in a bank in Century Station. She also has $3 million
Eurodollars in a Swiss Bank account. She loves luxury and
expensive things.
Weapons: None, she relies only on her super powers
Whip strikes by hair 2D4
Equipment & Vehicles: She drives around Century Station in a
Ferari GTO. It is but one of the many automobiles she owns. The rest
are in France.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
MANKILLER
Beth Kahn was once a superior athlete, an all around competitor trying
to prove her superiority over men in any sport or physical competition.
During high school, she wanted to be on the football and wrestling
teams, just so she could beat up other males. She joined the U.S. Army
after graduating in the hopes of seeing combat. To her dismay, she
felt the male dominated army was keeping her performing to her
peak potential. She wanted to be on the front lines, taking fire, and
being allowed to kill the enemy. Instead, they had her doing “soft work”
which only irritated her. Finally, she decided to enlist in a special
program that tested for candidates for U.S. S.C.R.E.T. She passed
with ease. Although U.S. S.C.R.E.T. was as male dominated as the
army, Beth did not feel the same prejudice. In fact, her squad treated
her as one of the boys. Unfortunately, things turned bad when her
squad attempted to apprehend three brothers with the power to
become a physical gestalt. The hulking man lifted up a pick up truck
and hit her with it. As she lay in the hospital in a full body cast,
she overheard several jokes about her being made by the guys in
her squad. They were laughing at her. They thought what happen
was amusing. Beth vowed never to be put down again. She asked if
she could under cybernetic enhancement since her injuries were
severe enough to warrant amputation of both legs. Her wish was
granted. Several months later, Beth returned to U.S. S.C.R.E.T. as
a full conversion cyborg. A few days later, she was reunited with
her former squad. On her first mission back, she lead her squad into
an ambush, which resulted in their deaths. Afterward Beth went
underground and sold herself as a freelance mercenary and mutant
slave hunter for various bio-tech companies (Genesys is the one
allows her the most liberties). She only recently she became involved
with Sinderella and the group Fatale because she has started to resent
the lost of her physical body which she blames on the men from both
the U.S. Army and S.C.R.E.T.
Real Name: Beth Kahn
Occupation: Freelance Mercenary and Mutant Slave Hunter
Alignment: Miscreant
Power Category: Bionic (Full Conversion Cyborg), Formerly Physical Training.
Experience Level: 6th Bionic, 3rd level Physical Training: Endurance & Strength
Hit Points: n/a S.D.C.: 275
P.P.E. 12
Appearance: She is a full conversion cyborg with a synthetic,
human face of her former self. Her long brown head hair is her
original hair.
Attributes: I.Q. 11, M.E. 27, M.A. 7, P.S. 28, P.P. 24, P.E. N/A, Spd. 100 mph (160 km), P.B. 8.
Age: 25 years old. Sex: Female. Height: 7 foot, 6 inches (2.31 m). Weight: 650 lbs (292.5 kg)
Bionics (Full Conversion Cyborg):
Bionic Chest and Skull.
Bionic arms and hands (2) with a P.S. of 28 and P.P. 24
Bionic feet and legs (2) with a P.S. 14 and Spd. of 143 (100 mph/160 km).
Each leg has two secret compartments (used for extra ammo).
Bionic heart, lungs (with gas filter & oxygen storage cell), liver, and
kidneys (rest are her original organs)
Full Body Exoskeleton (all five)
Bionic Ears (Amplified Hearing, Ear Microphone, Radio Receiver and
Transmitter).
Bionic Eyes (Multi-Optic Eyes-Telescopic 4-8x30 magnification/range 6000
feet (1829 m), Macro Lens 2x to 8x magnification/range 3 feet (.9 m),
Passive Nightvision 2000 feet (610 m) range, Light Filters to reduce
glare, Targeting Sight +1 to strike).
Clock Calendar, Gyro-Compass, Built-in telephone, and Synthetic
Plastic Skin.
Attacks per Melee: 6 (3 Initial + 3 from Hand Combat).
Combat Training: Aggressive and Deadly Combat
Combat Bonuses: +11 to Initiative, +8 to strike, +11 to parry,
+8 to dodge, +13 to damage, +4 to roll with punch/fall, +4 to pull
punch, and +2 disarm.
Saving Throws: Impervious to biological attacks (poison, disease,
etc), impervious to almost all toxic gases (tear, smoke, chemical
fumes, and those don’t filter [94% resistance to nerve and poison]
has a +6 bonus to save), +5 to save vs. magic, +9 to save vs.
psionics, and +10 to save vs. insanity.
Combat Skills: Karate Punch 2D4, Karate kick 2D6, Snap Kick
1D6, Axe Kick 2D8, Elbow/Forearm 1D6, Knee 2D4, Roundhouse Kick
3D6, Leap Kick 3D8 (2), Tripping-Leg Hook (cannot be paired, must
dodge or knockdown), +2 to strike with Critical Body throw/flip (1D6
damage plus P.S. damage bonus, multiplied by 2, and lose initiative
and one melee attack), Backward Sweep (cannot be paired, must
dodge or knockdown, -2 to dodge Body Block/Tackle 2D4 damage
plus P.S. damage bonus (maintain balance or knockdown), Arm and
Body Holds, Backflip (92%), Entangle, Paired Weapons (all, Critical
strike on an unmodified roll of 18-20, and Automatic Knockout on a
natural 20.
Education Level: Military
Common Skills: Read-Write/Speak English 92%/94%, Mathematics: Basic 90%, and Pilot: Automobile 78%
Military Program (Basic): Running, Climbing 55%/45%,
Forced March, Military Etiquette 75%, Radio: Basic 90%, and W.P.
Rifle (+3 to aim, +1 to burst)
Military Demolitions Program: Basic Electronics 70%,
Basic Mechanics 80%, Demolitions 88%, Demolitions Disposal 88%,
and Underwater Demolitions 94%.
Physical Skills: Swimming 90%, S.C.U.B.A. 90%,
Athlete, Kicking Boxing, Gymnastics (Sense of Balance 48%), and
Fencing.
Espionage Skills: Intelligence 61%, Tracking (people)
60%, Sniper (+2 to strike on called or aimed shots), and Detect Ambush
65%.
Secondary Skills: W.P. Handgun (+3 to aim,+1 to burst),
W.P. Shotgun (+3 to aim, +1 to burst), General Repair/Maintenance 75%,
Jury-Rig 55%, Streetwise 44%, Computer Operation 78%, Land
Navigation 60%, Wilderness Survival 60%, W.P. Knife (+2 strike,
+2 parry, +2 to throw), W.P. Sword (+1D6 to damage, +3 to strike,
+3 to parry, +1 to throw), T.V. & Video 40%, and Automotive
Mechanics 63%.
Money: Manhunter lives moderately well. She has put $110,000
in cash away in her savings. She has around $192,000 in a Swiss
Bank account she uses to afford any repairs or upgrades to her
bionics.
Weapons:
M4 Carbine (right forearm mounted), Range: 1969 feet
(600 m), Damage: 5D6, Feed: 30 round box magazine, Rate of
Fire: Single shot, short burst (3 round), or full automatic), Bonus: +4
to aim, +2 to burst.
Wrist Blaster (left hand), Range: 600 feet (183 m),
Damage: 3D6, Energy Capacity: 24 blasts per hour, recharges, Rate
of Fire: 4 per melee round, Bonuses: +2 to strike.
Colt Anaconda with Teflon Rounds, Range: 150 feet
(45 m), Damage: 7D6, Feed: 6 chamber side-loading chamber, Rate of
Fire: Single shot, Bonuses: +4 to strike (reduce A.R. by 2 points).
Three Retractable Blades (in both hands),
Damage: 4D6+3 + P.S. damage bonus, Bonuses: +4 to strike,
+4 to parry.
Two Vibro Knives, Damage: 2D6, Bonuses: +2 strike,
+2 parry, +2 to throw.
Armor: Full Bionic Body Armor: A.R. 18 and 900 S.D.C.
Vehicles and Equipment: She drives around in an armored
Hummer. She only does business with female arms dealers,
smugglers, dealers, etc.
Beth Kahn was once a superior athlete, an all around competitor trying
to prove her superiority over men in any sport or physical competition.
During high school, she wanted to be on the football and wrestling
teams, just so she could beat up other males. She joined the U.S. Army
after graduating in the hopes of seeing combat. To her dismay, she
felt the male dominated army was keeping her performing to her
peak potential. She wanted to be on the front lines, taking fire, and
being allowed to kill the enemy. Instead, they had her doing “soft work”
which only irritated her. Finally, she decided to enlist in a special
program that tested for candidates for U.S. S.C.R.E.T. She passed
with ease. Although U.S. S.C.R.E.T. was as male dominated as the
army, Beth did not feel the same prejudice. In fact, her squad treated
her as one of the boys. Unfortunately, things turned bad when her
squad attempted to apprehend three brothers with the power to
become a physical gestalt. The hulking man lifted up a pick up truck
and hit her with it. As she lay in the hospital in a full body cast,
she overheard several jokes about her being made by the guys in
her squad. They were laughing at her. They thought what happen
was amusing. Beth vowed never to be put down again. She asked if
she could under cybernetic enhancement since her injuries were
severe enough to warrant amputation of both legs. Her wish was
granted. Several months later, Beth returned to U.S. S.C.R.E.T. as
a full conversion cyborg. A few days later, she was reunited with
her former squad. On her first mission back, she lead her squad into
an ambush, which resulted in their deaths. Afterward Beth went
underground and sold herself as a freelance mercenary and mutant
slave hunter for various bio-tech companies (Genesys is the one
allows her the most liberties). She only recently she became involved
with Sinderella and the group Fatale because she has started to resent
the lost of her physical body which she blames on the men from both
the U.S. Army and S.C.R.E.T.
Real Name: Beth Kahn
Occupation: Freelance Mercenary and Mutant Slave Hunter
Alignment: Miscreant
Power Category: Bionic (Full Conversion Cyborg), Formerly Physical Training.
Experience Level: 6th Bionic, 3rd level Physical Training: Endurance & Strength
Hit Points: n/a S.D.C.: 275
P.P.E. 12
Appearance: She is a full conversion cyborg with a synthetic,
human face of her former self. Her long brown head hair is her
original hair.
Attributes: I.Q. 11, M.E. 27, M.A. 7, P.S. 28, P.P. 24, P.E. N/A, Spd. 100 mph (160 km), P.B. 8.
Age: 25 years old. Sex: Female. Height: 7 foot, 6 inches (2.31 m). Weight: 650 lbs (292.5 kg)
Bionics (Full Conversion Cyborg):
Bionic Chest and Skull.
Bionic arms and hands (2) with a P.S. of 28 and P.P. 24
Bionic feet and legs (2) with a P.S. 14 and Spd. of 143 (100 mph/160 km).
Each leg has two secret compartments (used for extra ammo).
Bionic heart, lungs (with gas filter & oxygen storage cell), liver, and
kidneys (rest are her original organs)
Full Body Exoskeleton (all five)
Bionic Ears (Amplified Hearing, Ear Microphone, Radio Receiver and
Transmitter).
Bionic Eyes (Multi-Optic Eyes-Telescopic 4-8x30 magnification/range 6000
feet (1829 m), Macro Lens 2x to 8x magnification/range 3 feet (.9 m),
Passive Nightvision 2000 feet (610 m) range, Light Filters to reduce
glare, Targeting Sight +1 to strike).
Clock Calendar, Gyro-Compass, Built-in telephone, and Synthetic
Plastic Skin.
Attacks per Melee: 6 (3 Initial + 3 from Hand Combat).
Combat Training: Aggressive and Deadly Combat
Combat Bonuses: +11 to Initiative, +8 to strike, +11 to parry,
+8 to dodge, +13 to damage, +4 to roll with punch/fall, +4 to pull
punch, and +2 disarm.
Saving Throws: Impervious to biological attacks (poison, disease,
etc), impervious to almost all toxic gases (tear, smoke, chemical
fumes, and those don’t filter [94% resistance to nerve and poison]
has a +6 bonus to save), +5 to save vs. magic, +9 to save vs.
psionics, and +10 to save vs. insanity.
Combat Skills: Karate Punch 2D4, Karate kick 2D6, Snap Kick
1D6, Axe Kick 2D8, Elbow/Forearm 1D6, Knee 2D4, Roundhouse Kick
3D6, Leap Kick 3D8 (2), Tripping-Leg Hook (cannot be paired, must
dodge or knockdown), +2 to strike with Critical Body throw/flip (1D6
damage plus P.S. damage bonus, multiplied by 2, and lose initiative
and one melee attack), Backward Sweep (cannot be paired, must
dodge or knockdown, -2 to dodge Body Block/Tackle 2D4 damage
plus P.S. damage bonus (maintain balance or knockdown), Arm and
Body Holds, Backflip (92%), Entangle, Paired Weapons (all, Critical
strike on an unmodified roll of 18-20, and Automatic Knockout on a
natural 20.
Education Level: Military
Common Skills: Read-Write/Speak English 92%/94%, Mathematics: Basic 90%, and Pilot: Automobile 78%
Military Program (Basic): Running, Climbing 55%/45%,
Forced March, Military Etiquette 75%, Radio: Basic 90%, and W.P.
Rifle (+3 to aim, +1 to burst)
Military Demolitions Program: Basic Electronics 70%,
Basic Mechanics 80%, Demolitions 88%, Demolitions Disposal 88%,
and Underwater Demolitions 94%.
Physical Skills: Swimming 90%, S.C.U.B.A. 90%,
Athlete, Kicking Boxing, Gymnastics (Sense of Balance 48%), and
Fencing.
Espionage Skills: Intelligence 61%, Tracking (people)
60%, Sniper (+2 to strike on called or aimed shots), and Detect Ambush
65%.
Secondary Skills: W.P. Handgun (+3 to aim,+1 to burst),
W.P. Shotgun (+3 to aim, +1 to burst), General Repair/Maintenance 75%,
Jury-Rig 55%, Streetwise 44%, Computer Operation 78%, Land
Navigation 60%, Wilderness Survival 60%, W.P. Knife (+2 strike,
+2 parry, +2 to throw), W.P. Sword (+1D6 to damage, +3 to strike,
+3 to parry, +1 to throw), T.V. & Video 40%, and Automotive
Mechanics 63%.
Money: Manhunter lives moderately well. She has put $110,000
in cash away in her savings. She has around $192,000 in a Swiss
Bank account she uses to afford any repairs or upgrades to her
bionics.
Weapons:
M4 Carbine (right forearm mounted), Range: 1969 feet
(600 m), Damage: 5D6, Feed: 30 round box magazine, Rate of
Fire: Single shot, short burst (3 round), or full automatic), Bonus: +4
to aim, +2 to burst.
Wrist Blaster (left hand), Range: 600 feet (183 m),
Damage: 3D6, Energy Capacity: 24 blasts per hour, recharges, Rate
of Fire: 4 per melee round, Bonuses: +2 to strike.
Colt Anaconda with Teflon Rounds, Range: 150 feet
(45 m), Damage: 7D6, Feed: 6 chamber side-loading chamber, Rate of
Fire: Single shot, Bonuses: +4 to strike (reduce A.R. by 2 points).
Three Retractable Blades (in both hands),
Damage: 4D6+3 + P.S. damage bonus, Bonuses: +4 to strike,
+4 to parry.
Two Vibro Knives, Damage: 2D6, Bonuses: +2 strike,
+2 parry, +2 to throw.
Armor: Full Bionic Body Armor: A.R. 18 and 900 S.D.C.
Vehicles and Equipment: She drives around in an armored
Hummer. She only does business with female arms dealers,
smugglers, dealers, etc.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
DEMENTIA
Agna’s parents realized that their child was not developing normally
by the time she was two and half years old. She simply ignored them
until it was time to eat, drink, or sleep. Doctors diagnosis that she
was autistic. This devastated her parents, nevertheless they vowed
to do their best to take care of her. Things seemed to be going well
until Agna turned thirteen and began to develop her psychic mutant
powers. Fire started spontaneously igniting in her room. Her
mother swore she heard Agna talking to her from across the room
without opening her mouth. Yet worst of all, Agna seem to be able
to channel her confusion and disorientation about the world in
general into the minds of others, specifically her parents.
Before long, both of her parents’ were psychologically deranged. Agna was taken
to a mental hospital, but the psychiatrists and specialist their soon
demanded she be taken somewhere else. Her psychic powers
were growing. Agna was taken to an asylum in Century Station,
where she underwent psychic therapy in an effort to control her
powers. This last for several years until, Drew Ames just happened
to overhear a conversion about her from one of her female therapist.
Sinderella contacted Manhunter to help in breaking her out. They
were not only successful, but Agna has seemingly adopted the
members of Fatale as her new family. One particular male orderly
was rather cruel towards her, and she has decided to take her
resentment of him out on all men in general. So far, she has yet
to recognize that Sinderella is in fact a man. She is by far the
most dangerous member of the Fatale. She is quiet and withdrawn,
but when it comes time, she doesn’t think twice about using he powers
to torture and torment.
Real Name: Agna Cormac
Occupation: Mental patient
Alignment: Diabolic
Power Category: Psychic Mutant (Latent Psionic)
Experience Level: 5th
Hit Points: 36 S.D.C.: 30
P.P.E.: 23
I.S.P. 107
Appearance: She has long, straight black hair, pink eyes, thin as
a rail, and wears only a dark blue hospital gown. She is sluggish and
slow, appears to be distracted and disinterested in the world around
her.
Attributes: I.Q. 9, M.E. 18, M.A. 5, P.S. 10, P.P. 10, P.E. 13, Spd. 10, P.B. 9
Age: 20, Sex: Female, Height: 5 foot and 2 inch (1.58 m), Weight: 99 lbs (44.55 kg)
Insanity: Agna has been diagnosis as autistic. She is not an
impaired individual, but does have a distinctly odd social approach,
narrowly focused interests, and rambles to herself.
Unusual Characteristics: Double Jointed and Pink Eyes.
Super Psionic Ability: Mind Wipe, Steal Memory (3rd level),
Bio-Alteration, Empathic Transmission, and Cause Insanity (Dementia)-Special
Victims of this psychic attack become confused and disoriented.
Their speech is slow and restricted. Victims are easily distracted or a
little dazed. Memory will be impaired, usually having difficulty recalling
recent events, recognizing familiar people or places. Those affected are
-5 to strike, parry, and dodge, have no initiative, attacks per melee are
reduce by half, and all skills suffer a penalty of -40% (-60% if the
skill requires making calculations or effective planning). Range: Touch,
Duration: One week per level of experience (5th level), however she
can make the condition permanent if she permanently spends 2D6 of
her I.S.P., I.S.P.: 30, Saving Throw: Standard.
Healing Psionics: Induce Sleep and Suppress Fear
Physical Psionics: Deaden Senses, Mind Block, and Spontaneous Combustion.
Sensitive Psionics: Empathy, Sensory Link, and Telepathy,
Combat Training: Non-Combatant
Attacks per Melee: 2 attack per melee/3 non-combat melee actions.
Combat Bonuses: +1 to dodge and +2 to roll with punch/fall.
Saving Throws: She needs a 12 or better to save vs. psionics,
and +2 to save vs. psionic & insanity.
Combat Skills: Punch 1D4
Educational Background: Street Schooled
Common Skills: Speak English 46% and Escape Artist 79%/51%
Street Skills: Streetwise 54%, Prowl 55%,
I.D. Undercover Agents 60%, Roadwise 46%, Tailing 60%,
Play Piano 60%, Housekeeping 60%, Art (Painting) 60%, and
Appraise Antiques 55%
Secondary Skills: Mathematics: Basic 87%,
Literacy: English 45%, Pick Pocket 50%, Climbing 65%/55%,
Land Navigation 56%, Concealment 45%, Sewing 75%, Sign
Language 40%, and Cardship 38%.
Money: She has no use for money.
Equipment & Vehicles: She relies on others to provide for her
non-basic needs. However, she does know how to acquire what she wants.
Agna’s parents realized that their child was not developing normally
by the time she was two and half years old. She simply ignored them
until it was time to eat, drink, or sleep. Doctors diagnosis that she
was autistic. This devastated her parents, nevertheless they vowed
to do their best to take care of her. Things seemed to be going well
until Agna turned thirteen and began to develop her psychic mutant
powers. Fire started spontaneously igniting in her room. Her
mother swore she heard Agna talking to her from across the room
without opening her mouth. Yet worst of all, Agna seem to be able
to channel her confusion and disorientation about the world in
general into the minds of others, specifically her parents.
Before long, both of her parents’ were psychologically deranged. Agna was taken
to a mental hospital, but the psychiatrists and specialist their soon
demanded she be taken somewhere else. Her psychic powers
were growing. Agna was taken to an asylum in Century Station,
where she underwent psychic therapy in an effort to control her
powers. This last for several years until, Drew Ames just happened
to overhear a conversion about her from one of her female therapist.
Sinderella contacted Manhunter to help in breaking her out. They
were not only successful, but Agna has seemingly adopted the
members of Fatale as her new family. One particular male orderly
was rather cruel towards her, and she has decided to take her
resentment of him out on all men in general. So far, she has yet
to recognize that Sinderella is in fact a man. She is by far the
most dangerous member of the Fatale. She is quiet and withdrawn,
but when it comes time, she doesn’t think twice about using he powers
to torture and torment.
Real Name: Agna Cormac
Occupation: Mental patient
Alignment: Diabolic
Power Category: Psychic Mutant (Latent Psionic)
Experience Level: 5th
Hit Points: 36 S.D.C.: 30
P.P.E.: 23
I.S.P. 107
Appearance: She has long, straight black hair, pink eyes, thin as
a rail, and wears only a dark blue hospital gown. She is sluggish and
slow, appears to be distracted and disinterested in the world around
her.
Attributes: I.Q. 9, M.E. 18, M.A. 5, P.S. 10, P.P. 10, P.E. 13, Spd. 10, P.B. 9
Age: 20, Sex: Female, Height: 5 foot and 2 inch (1.58 m), Weight: 99 lbs (44.55 kg)
Insanity: Agna has been diagnosis as autistic. She is not an
impaired individual, but does have a distinctly odd social approach,
narrowly focused interests, and rambles to herself.
Unusual Characteristics: Double Jointed and Pink Eyes.
Super Psionic Ability: Mind Wipe, Steal Memory (3rd level),
Bio-Alteration, Empathic Transmission, and Cause Insanity (Dementia)-Special
Victims of this psychic attack become confused and disoriented.
Their speech is slow and restricted. Victims are easily distracted or a
little dazed. Memory will be impaired, usually having difficulty recalling
recent events, recognizing familiar people or places. Those affected are
-5 to strike, parry, and dodge, have no initiative, attacks per melee are
reduce by half, and all skills suffer a penalty of -40% (-60% if the
skill requires making calculations or effective planning). Range: Touch,
Duration: One week per level of experience (5th level), however she
can make the condition permanent if she permanently spends 2D6 of
her I.S.P., I.S.P.: 30, Saving Throw: Standard.
Healing Psionics: Induce Sleep and Suppress Fear
Physical Psionics: Deaden Senses, Mind Block, and Spontaneous Combustion.
Sensitive Psionics: Empathy, Sensory Link, and Telepathy,
Combat Training: Non-Combatant
Attacks per Melee: 2 attack per melee/3 non-combat melee actions.
Combat Bonuses: +1 to dodge and +2 to roll with punch/fall.
Saving Throws: She needs a 12 or better to save vs. psionics,
and +2 to save vs. psionic & insanity.
Combat Skills: Punch 1D4
Educational Background: Street Schooled
Common Skills: Speak English 46% and Escape Artist 79%/51%
Street Skills: Streetwise 54%, Prowl 55%,
I.D. Undercover Agents 60%, Roadwise 46%, Tailing 60%,
Play Piano 60%, Housekeeping 60%, Art (Painting) 60%, and
Appraise Antiques 55%
Secondary Skills: Mathematics: Basic 87%,
Literacy: English 45%, Pick Pocket 50%, Climbing 65%/55%,
Land Navigation 56%, Concealment 45%, Sewing 75%, Sign
Language 40%, and Cardship 38%.
Money: She has no use for money.
Equipment & Vehicles: She relies on others to provide for her
non-basic needs. However, she does know how to acquire what she wants.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
LADY RAZOR
Little is known about Lady Razor. She came to Century Station from
Japan first as a hired assassin for the Minotaur. After completing
several missions for him, she decided to stay in the city. Before long,
she was accepting other contract work from various crime syndicates.
At some point, her contact information was given to Sinderella.
The two met and struck a cord. Prior to joining Fatale, Lady Razor
didn’t have any particular “hatred” for all men in general. Nevertheless,
she was born and raised in Japan which is heavily male orientated,
so she has “bought into” Sinderella view of the world and accepts it
as her own. That being said, she is also the only member who knows
the truth about Sinderella. Yet as far as she is concerned as long as
she gains money and recognition, she will continue to buy into the
lunatic’s vision. Presently, she and Manhunter are hard at work trying
to learn as much about Gramercy Island to make their jail break of
Diva as smooth as possible.
Real Name: Takeko Okudara
Occupation: Assassin
Alignment: Miscreant
Power Category: Ancient Weapon Master
Experience Level: 7th
Hit Points: 39 S.D.C.: 60
P.P.E.: 25
Appearance: She is Japanese female athlete with dyed orange
hair, amber skin, and wears a costume that resembles something seen
in Japanese anime.
Attributes: I.Q. 14, M.E. 11, M.A. 7, P.S. 20, P.P. 20, P.E. 14, Spd. 25, P.B. 10
Age: 26, Sex: Female, Height: 5 foot and 1 inch (1.54 m), Weight: 106 lbs (47.7 kg)
Melee Weapon Expertise: Weapon Master (+4 to strike and parry),
Paired Weapons (+3 to parry and +1 to disarm), Resist Disarm
Attack (opponents only get half normal bonus), Parry Projectiles (-2)
or bullets/energy attacks (-6) with Melee Weapon, Disarm Bonus, and
Disabling Strike (half usual damage, lose initiative, two melee actions,
and 01-33% drop whatever holding and attacker is open to an
immediate follow-up strike victim can parry or dodge).
Combat Training: Assassin
Attacks per Melee: 6/8 (2 initial +4 from Hand to Hand)
+2 using weapons.
Combat Bonuses: +3 to initiative/+4 using weapons, +5 to
strike, +7 to parry, +7 to dodge, +9 to damage, +4 to roll with punch/fall,
+6 to pull punch/+9 with weapon, and +4 to disarm/+9 with weapon.
Combat Skills: Punch 1D4, Power Blow 2D4 (2), Elbow/Forearm
1D6, Knee 1D6, Body Flip/Throw 1D6 plus P.S. damage bonus (lose
initiative and 1 attack/action), All Hold, and Death Blow (if desired,
must announce/x2 to hit points).
Educational Background: Trade School
Common Skills: Read-Write/Speak Japanese 94%/95%,
Mathematics: Basic 93%, Pilot: Automobile 81%, Recognize Weapon
Quality 74%/59%, Craft Weapons 91%/103%, and Hand to Hand: Assassin.
Espionage Program: Detect Ambush 80%,
Intelligence 75%, Wilderness Survival 80%, Tracking (people) 75%,
and Interrogation 80%.
Secondary Skills: Language: English 86%,
Literacy: English 90%, Athlete, Running, Aerobic Athletics (Sense of
Balance 65%), Climbing 75%/65%, Prowl 60%, Swimming 85%,
Pilot Motorcycle 80%, Streetwise 40%, Land Navigation 44%,
and Research 50%.
Money: Lady Razor has 34,550,000 Japanese yen (280,000 U.S.
dollars) in a bank in Tokyo. In a bank in Century Station, she has a
savings account of $156,000. She also has an apartment in New York
City where she has a secret stash of $54,000, which is used for emergencies.
Weapons: All of her weapons she made herself.
Old Style Katana 3D6+4 (+6 to strike, +7 to parry)
Old Style Wakizaski 2D6+2 (+5 to strike, +5 to parry).
Two Sais 1D6+2 (+4 to strike, +7 to parry).
1 Kawanga with 12 feet of rope 2D4
Climbing Claws (+15% to climb) 1D4+2 as weapons.
Two palms size cans of mace
Sap Gloves +2 damage to her punches.
Armor: Her “anime” costume contains concealed body armor,
and provides protection from all kinds of attacks. A.R.: 12, S.D.C. 40.
Equipment & Vehicles:
Her costume has numerous pockets which contain a garrote,
caltrops (20), a basic lock pick set, 4 eggshell bombs (save vs.
non-lethal poison or blinded/-6 to strike, parry, and dodge), and climbing
spikes. She never goes on a mission without having a Ninja Emergency
Kit somewhere in place. At night instead of a ninja mask, she wears a
black combat helmet with multi-optics built into it. The helmet also has
a special gas mask attached to it. She owns a Toyota Turbo Supra and
a 2004 Honda Shadow 600.
Little is known about Lady Razor. She came to Century Station from
Japan first as a hired assassin for the Minotaur. After completing
several missions for him, she decided to stay in the city. Before long,
she was accepting other contract work from various crime syndicates.
At some point, her contact information was given to Sinderella.
The two met and struck a cord. Prior to joining Fatale, Lady Razor
didn’t have any particular “hatred” for all men in general. Nevertheless,
she was born and raised in Japan which is heavily male orientated,
so she has “bought into” Sinderella view of the world and accepts it
as her own. That being said, she is also the only member who knows
the truth about Sinderella. Yet as far as she is concerned as long as
she gains money and recognition, she will continue to buy into the
lunatic’s vision. Presently, she and Manhunter are hard at work trying
to learn as much about Gramercy Island to make their jail break of
Diva as smooth as possible.
Real Name: Takeko Okudara
Occupation: Assassin
Alignment: Miscreant
Power Category: Ancient Weapon Master
Experience Level: 7th
Hit Points: 39 S.D.C.: 60
P.P.E.: 25
Appearance: She is Japanese female athlete with dyed orange
hair, amber skin, and wears a costume that resembles something seen
in Japanese anime.
Attributes: I.Q. 14, M.E. 11, M.A. 7, P.S. 20, P.P. 20, P.E. 14, Spd. 25, P.B. 10
Age: 26, Sex: Female, Height: 5 foot and 1 inch (1.54 m), Weight: 106 lbs (47.7 kg)
Melee Weapon Expertise: Weapon Master (+4 to strike and parry),
Paired Weapons (+3 to parry and +1 to disarm), Resist Disarm
Attack (opponents only get half normal bonus), Parry Projectiles (-2)
or bullets/energy attacks (-6) with Melee Weapon, Disarm Bonus, and
Disabling Strike (half usual damage, lose initiative, two melee actions,
and 01-33% drop whatever holding and attacker is open to an
immediate follow-up strike victim can parry or dodge).
Combat Training: Assassin
Attacks per Melee: 6/8 (2 initial +4 from Hand to Hand)
+2 using weapons.
Combat Bonuses: +3 to initiative/+4 using weapons, +5 to
strike, +7 to parry, +7 to dodge, +9 to damage, +4 to roll with punch/fall,
+6 to pull punch/+9 with weapon, and +4 to disarm/+9 with weapon.
Combat Skills: Punch 1D4, Power Blow 2D4 (2), Elbow/Forearm
1D6, Knee 1D6, Body Flip/Throw 1D6 plus P.S. damage bonus (lose
initiative and 1 attack/action), All Hold, and Death Blow (if desired,
must announce/x2 to hit points).
Educational Background: Trade School
Common Skills: Read-Write/Speak Japanese 94%/95%,
Mathematics: Basic 93%, Pilot: Automobile 81%, Recognize Weapon
Quality 74%/59%, Craft Weapons 91%/103%, and Hand to Hand: Assassin.
Espionage Program: Detect Ambush 80%,
Intelligence 75%, Wilderness Survival 80%, Tracking (people) 75%,
and Interrogation 80%.
Secondary Skills: Language: English 86%,
Literacy: English 90%, Athlete, Running, Aerobic Athletics (Sense of
Balance 65%), Climbing 75%/65%, Prowl 60%, Swimming 85%,
Pilot Motorcycle 80%, Streetwise 40%, Land Navigation 44%,
and Research 50%.
Money: Lady Razor has 34,550,000 Japanese yen (280,000 U.S.
dollars) in a bank in Tokyo. In a bank in Century Station, she has a
savings account of $156,000. She also has an apartment in New York
City where she has a secret stash of $54,000, which is used for emergencies.
Weapons: All of her weapons she made herself.
Old Style Katana 3D6+4 (+6 to strike, +7 to parry)
Old Style Wakizaski 2D6+2 (+5 to strike, +5 to parry).
Two Sais 1D6+2 (+4 to strike, +7 to parry).
1 Kawanga with 12 feet of rope 2D4
Climbing Claws (+15% to climb) 1D4+2 as weapons.
Two palms size cans of mace
Sap Gloves +2 damage to her punches.
Armor: Her “anime” costume contains concealed body armor,
and provides protection from all kinds of attacks. A.R.: 12, S.D.C. 40.
Equipment & Vehicles:
Her costume has numerous pockets which contain a garrote,
caltrops (20), a basic lock pick set, 4 eggshell bombs (save vs.
non-lethal poison or blinded/-6 to strike, parry, and dodge), and climbing
spikes. She never goes on a mission without having a Ninja Emergency
Kit somewhere in place. At night instead of a ninja mask, she wears a
black combat helmet with multi-optics built into it. The helmet also has
a special gas mask attached to it. She owns a Toyota Turbo Supra and
a 2004 Honda Shadow 600.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
- dragon_blaze_99
- Hero
- Posts: 902
- Joined: Wed Dec 08, 2004 11:01 am
- Location: Kreelock via Wetaskiwin Alberta,Canada
for fun my players and i took the mega version 2.0 Onslaught and The Aggressor Vs. the slaughter house 7. I just GM and the 9 players duked it out, in the end Aggressor and 6 of the slaughter house were dead only Headstrong remained with 6 HP and Onslaught 2.0 had 39 HP both were totally out of SDC /Armor and the collateral damage was in the high millions when I stopped counting (in the 80-100 million range) it was a blast i think everyone should try it to blow of some steam if things get to hot in there group!!
Dragon_blaze
Dragon_blaze
The mind is the gateway to the future
Ethics are so annoying. I avoid them on principle
- Zenvis
- Megaversal® Ambassador Coordinator
- Posts: 1134
- Joined: Mon Feb 19, 2001 2:01 am
- Location: Utah
- Contact:
What about the mutants?
Everything you can imagine is real. - Pablo Picasso
Imagination is more important than knowledge." but knowledge does help. - Albert Einstein
The gift of fantasy has meant more to me than my talent for absorbing positive knowledge. - Albert Einstein
My Blog and My Other Blog
Imagination is more important than knowledge." but knowledge does help. - Albert Einstein
The gift of fantasy has meant more to me than my talent for absorbing positive knowledge. - Albert Einstein
My Blog and My Other Blog
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
Funny that you should ask Zenvis. Let me say I'm glad you mentioned
these guys to me. These guys were cool to convert, although I'm
still trying to figure out the reason why these guys originally had over
100 S.D.C. So for those who loved the Ratt Pak from Turtles Go
Hollywood. Here they are...
THE RATT PAK (originally created by Daniel Greenberg
While cooking up some new designer drugs, Frederick Porcelain, the
Crime Boss of SoloChem (a drug/crime syndicate), and his scientific
gangsters experimented with unstable mutagenic chemicals, exposing
a variety of lab animals to the radioactive drugs. They intended to
create a new drug that was so addictive that it took only one or two
uses to hook the individual. As a surprise bonus, they accidentally
created a host of horribly mutated creatures with a keen, but wicked
intelligence. These corrupted animals are the Ratt Pack. Led by
the diabolical Labb Ratt, the Ratt Pack assisted the cartel in
developing “Blue Ice”, the new instantly designer drug, and quickly
rose in the ranks of SoloChem as secret operatives. Soon they were
given the freedom to develop their own projects, this lead to an
invention far worse than any drug. They created the infamous
Subliminal Message Generator (SMG). The device works only when
the subjects stare at the SMG encoded images for at least an hour.
These messages need to be encoded into a delivery system like film
or can be broadcast digitally over the Internet, cell phones, IPODS,
etc. When a group of heroes attacked SoloChem, the Ratt Pack used
the opportunity to steal their SMG and flee to L.A. where they set
up a base at the Monolithic Movie Studio (one of the top six largest
studios in the country). They set up an alliance with unscrupulous
movie mogul Lambert Bullwark (6th level normal human/con
man/business executive) to encode new movies made by the
studio with the powerful subliminal messages. The audience will
believe anything. No matter how bad made a movie, the audience
will love it, and keep coming back to watch them. If their plan works,
they could sell any form of advertising, political candidates, anything
is possible.
The Ratt Pack is vulnerable in one particular manner. They need
a constant supply of the mutagenic drugs that created them to
stay mutated. The drugs are rare, expensive, and illegal. The only
source of the drugs is the Magaldi Cartel in Columbia, South America.
The Ratt Pack has paid the Cartel a small fortune for a steady supply
of drugs. The Cartel has no idea why Labb Ratt wants the drugs.
Once a week a ship arrives from the Cartel and the Ratt Pack sends
White Rabbit to pick them up.
If the Ratt Pack does not receive their dose of mutagenic drugs every
24 hours, their attributes, combat bonuses, S.D.C., and hit points
are reduced by 33%. After, three days reduce their size level by 25%.
On the fourth day, they will revert back to their original form (although
there is some question whether or not Brain Drain will be effected
due to his robotic body). Furthermore, it takes only a single dose for
the animals to be restored back to their normal mutant self. There is
also a chance of this happening even if days or weeks go by if the
animals are returned to normal. Labb Rat will always retain some
of his humanoid memories and intelligence, even in his rat form.
Ratt Pack ultimate goal is complete domination over humans, turning
people into cattle, beasts of burden, and house hold pets.
LABB RATT
Real Name: Labb Ratt
Occupation: Criminal Mastermind, Leader of the Ratt Pack
Alignment: Diabolic
Power Category: Mutant Animal (Rodent/Rat)
Experience Level: 5th
Hit Points: 38 S.D.C.: 30
P.P.E.: 44
Appearance: A humanoid with a rodent head. He is covered
black fur. He dress in custom made Italian suits, fancy shoes, hat with
a feather sticking out of it. He loves the Godfather movies.
Attributes: I.Q. 22, M.E. 23, M.A. 27, P.S. 18, P.P. 20, P.E. 22, Spd. 13, P.B. 10
Age: He’s been humanoid for 16 months, Sex: Male,
Height: 5 foot and 4 inches (1.62 m), Weight: 110 lbs (49.5 kg)
Size Level: 7. Build: Medium.
Human Features: Hands (full), Biped (full), Speech (full), Looks (None).
Vestigial Disadvantages: Vestigial Musk Glands (Odd Smelling)
Animal Psionics: Bio-Manipulation: Pain, Hypnotic Suggestion, and Telepathic Transmission.
Combat Training: Basic
Attacks per Melee: 5 (2 initial and +3 from Hand to Hand)
Combat Bonuses: +1 to initiative, +4 to strike, +5 to parry, +5
to dodge, +3 to damage, +2 to roll with punch/fall, and +2 pull punch.
Saving Throws: He needs as 12 or better to save vs. psionics.
+14% to save vs. coma/death, +4 to save vs. magic & poison, +4 to
save vs. psionics, and +6 to save vs. insanity.
Combat Skills: Punch 1D4, Power Blow 2D4 (2), Elbow/Forearm
1D6, Knee 1D6, Kick 1D6, and All Holds.
Other Bonuses: +8% to all skills, 75% trust/intimidate and 92%
charm/impress.
Educational Background: Educated and trained like a normal human.
Common Skills: Read-Write/Speak English 98%/98%
and Mathematics: Basic 95%
Science Program: Computer Operation 93%,
Mathematics: Advance 92%, Chemistry 93%, Chemistry: Analytical 78%,
and Chemistry: Pharmaceutical 83%.
Criminal Program: Streetwise 58%, Pick Locks 73%,
Prowl 68%, Find Contraband 64%, and I.D. Undercover Agents 68%.
Secondary Skills: Hand to Hand: Basic, Public Speaking
83%, Pilot: Automobile 83%, W.P. Handgun, W.P. Rifle, Basic Mechanics
83%, Cardsharp 54%, Palming 53%, Pick Pocket 48%, and T.V. and
Video 58%.
Money: He has a secret stash of $45,250 hidden away in a safe
house. He also keeps at least $6D6x200 in cash on his person all the
time. He is in charge of the finances of the Ratt Pack. He, Brain Drain,
and Lounge Lizard each get 25%. Space Case gets 15% and White
Rabbit gets 10%.
Weapons:
S & W 3rd Generation Pistols 9mm, Range: 150 feet (45 m), Damage:
3D6, Feed: 11 round mag, Rate of Fire: Single shot or semi-automatic.
AK-47, Range: 985 feet (45 m), Damage: 4D6, Feed: 30 round
mag, Rate of Fire: Single shot, semi-automatic, or full.
Equipment & Vehicles: Whatever he needs at the time. He is
hoping to get his hands on a Lamborghini Silhouette.
these guys to me. These guys were cool to convert, although I'm
still trying to figure out the reason why these guys originally had over
100 S.D.C. So for those who loved the Ratt Pak from Turtles Go
Hollywood. Here they are...
THE RATT PAK (originally created by Daniel Greenberg
While cooking up some new designer drugs, Frederick Porcelain, the
Crime Boss of SoloChem (a drug/crime syndicate), and his scientific
gangsters experimented with unstable mutagenic chemicals, exposing
a variety of lab animals to the radioactive drugs. They intended to
create a new drug that was so addictive that it took only one or two
uses to hook the individual. As a surprise bonus, they accidentally
created a host of horribly mutated creatures with a keen, but wicked
intelligence. These corrupted animals are the Ratt Pack. Led by
the diabolical Labb Ratt, the Ratt Pack assisted the cartel in
developing “Blue Ice”, the new instantly designer drug, and quickly
rose in the ranks of SoloChem as secret operatives. Soon they were
given the freedom to develop their own projects, this lead to an
invention far worse than any drug. They created the infamous
Subliminal Message Generator (SMG). The device works only when
the subjects stare at the SMG encoded images for at least an hour.
These messages need to be encoded into a delivery system like film
or can be broadcast digitally over the Internet, cell phones, IPODS,
etc. When a group of heroes attacked SoloChem, the Ratt Pack used
the opportunity to steal their SMG and flee to L.A. where they set
up a base at the Monolithic Movie Studio (one of the top six largest
studios in the country). They set up an alliance with unscrupulous
movie mogul Lambert Bullwark (6th level normal human/con
man/business executive) to encode new movies made by the
studio with the powerful subliminal messages. The audience will
believe anything. No matter how bad made a movie, the audience
will love it, and keep coming back to watch them. If their plan works,
they could sell any form of advertising, political candidates, anything
is possible.
The Ratt Pack is vulnerable in one particular manner. They need
a constant supply of the mutagenic drugs that created them to
stay mutated. The drugs are rare, expensive, and illegal. The only
source of the drugs is the Magaldi Cartel in Columbia, South America.
The Ratt Pack has paid the Cartel a small fortune for a steady supply
of drugs. The Cartel has no idea why Labb Ratt wants the drugs.
Once a week a ship arrives from the Cartel and the Ratt Pack sends
White Rabbit to pick them up.
If the Ratt Pack does not receive their dose of mutagenic drugs every
24 hours, their attributes, combat bonuses, S.D.C., and hit points
are reduced by 33%. After, three days reduce their size level by 25%.
On the fourth day, they will revert back to their original form (although
there is some question whether or not Brain Drain will be effected
due to his robotic body). Furthermore, it takes only a single dose for
the animals to be restored back to their normal mutant self. There is
also a chance of this happening even if days or weeks go by if the
animals are returned to normal. Labb Rat will always retain some
of his humanoid memories and intelligence, even in his rat form.
Ratt Pack ultimate goal is complete domination over humans, turning
people into cattle, beasts of burden, and house hold pets.
LABB RATT
Real Name: Labb Ratt
Occupation: Criminal Mastermind, Leader of the Ratt Pack
Alignment: Diabolic
Power Category: Mutant Animal (Rodent/Rat)
Experience Level: 5th
Hit Points: 38 S.D.C.: 30
P.P.E.: 44
Appearance: A humanoid with a rodent head. He is covered
black fur. He dress in custom made Italian suits, fancy shoes, hat with
a feather sticking out of it. He loves the Godfather movies.
Attributes: I.Q. 22, M.E. 23, M.A. 27, P.S. 18, P.P. 20, P.E. 22, Spd. 13, P.B. 10
Age: He’s been humanoid for 16 months, Sex: Male,
Height: 5 foot and 4 inches (1.62 m), Weight: 110 lbs (49.5 kg)
Size Level: 7. Build: Medium.
Human Features: Hands (full), Biped (full), Speech (full), Looks (None).
Vestigial Disadvantages: Vestigial Musk Glands (Odd Smelling)
Animal Psionics: Bio-Manipulation: Pain, Hypnotic Suggestion, and Telepathic Transmission.
Combat Training: Basic
Attacks per Melee: 5 (2 initial and +3 from Hand to Hand)
Combat Bonuses: +1 to initiative, +4 to strike, +5 to parry, +5
to dodge, +3 to damage, +2 to roll with punch/fall, and +2 pull punch.
Saving Throws: He needs as 12 or better to save vs. psionics.
+14% to save vs. coma/death, +4 to save vs. magic & poison, +4 to
save vs. psionics, and +6 to save vs. insanity.
Combat Skills: Punch 1D4, Power Blow 2D4 (2), Elbow/Forearm
1D6, Knee 1D6, Kick 1D6, and All Holds.
Other Bonuses: +8% to all skills, 75% trust/intimidate and 92%
charm/impress.
Educational Background: Educated and trained like a normal human.
Common Skills: Read-Write/Speak English 98%/98%
and Mathematics: Basic 95%
Science Program: Computer Operation 93%,
Mathematics: Advance 92%, Chemistry 93%, Chemistry: Analytical 78%,
and Chemistry: Pharmaceutical 83%.
Criminal Program: Streetwise 58%, Pick Locks 73%,
Prowl 68%, Find Contraband 64%, and I.D. Undercover Agents 68%.
Secondary Skills: Hand to Hand: Basic, Public Speaking
83%, Pilot: Automobile 83%, W.P. Handgun, W.P. Rifle, Basic Mechanics
83%, Cardsharp 54%, Palming 53%, Pick Pocket 48%, and T.V. and
Video 58%.
Money: He has a secret stash of $45,250 hidden away in a safe
house. He also keeps at least $6D6x200 in cash on his person all the
time. He is in charge of the finances of the Ratt Pack. He, Brain Drain,
and Lounge Lizard each get 25%. Space Case gets 15% and White
Rabbit gets 10%.
Weapons:
S & W 3rd Generation Pistols 9mm, Range: 150 feet (45 m), Damage:
3D6, Feed: 11 round mag, Rate of Fire: Single shot or semi-automatic.
AK-47, Range: 985 feet (45 m), Damage: 4D6, Feed: 30 round
mag, Rate of Fire: Single shot, semi-automatic, or full.
Equipment & Vehicles: Whatever he needs at the time. He is
hoping to get his hands on a Lamborghini Silhouette.
Last edited by Reagren Wright on Fri Sep 28, 2007 12:41 am, edited 1 time in total.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
WHITE RABBIT
Real Name: White Rabbit
Occupation: Enforcer for the Ratt Pak
Alignment: Miscreant
Power Category: Mutant Animal (Rabbit)
Experience Level: 6th
Hit Points: 48 S.D.C.: 77
P.P.E.: 42
Appearance: A humanoid with a white rabbit head and hairless
body. His eyes are pointed forward. He is big, bulky, and muscular.
He wears a black leather mask over his head with a zipper over the
mouth (it’s always closed). He also wears knee high black leather boots.
There is a spiked dog collar with a master lock around his neck. He is
always heavily armed.
Attributes: I.Q. 13, M.E. 20, M.A. 16, P.S. 25, P.P. 24, P.E. 21, Spd. 24, P.B. 13
Age: He’s been humanoid for 14 months, Sex: Male,
Height: 6 foot and 5 inches (1.98 m), Weight: 205 lbs (92.25.5 kg)
Insanity: He’s deathly afraid of water. If he’s drenched, he’ll waste
an action/attack shaking himself dry.
Size Level: 10. Build: Medium.
Human Features: Hands (full), Biped (full), Speech (partial), Looks (partial).
Vestigial Disadvantages: Vestigial Ears and Diet: Herbivore, and a Cotton Tail.
Animal Psionics: Mind Trap: Reality Warp (special). White Rabbit
has a very powerful form of Mind Trap that can be used on as many
as four people simultaneously. He can distort the perception of reality.
All who are within 20 feet (6.1 m) of him whenever he engages in
combat must save vs. psionics or become confused and disoriented as
all their sensory perceptions begin to bend, twist, and swirl around.
Those who fail have all their combat bonuses, Spd, and skill proficiencies
reduce by one-half. Victims also lose their initiative and one melee
attack. All attempts to concentrate and focus will fail due to the
disorienting nature of the mind attack. Its effects last for 2D6 minutes.
This wild talent engages automatically without White Rabbit having to
trigger it or lose any actions. White Rabbit cannot create any other
mind trap illusion except for the Reality Warp. For some reason the
other members of the Ratt Pak are immune to this ability.
Combat Training: Expert
Attacks per Melee: 6 (2 initial and +3 from Hand to Hand +1 from boxing)
Combat Bonuses: +2 to initiative, +7 to strike, +11 to parry,
+11 to dodge, +10 to damage, +4 to roll with punch/fall, and +2 pull
punch.
Saving Throws: +12% to save vs. coma/death, +3 to save vs.
psionics and insanity, +3 to save vs. magic and poison.
Combat Skills: Punch 1D4, Power Blow 2D4 (2), Elbow &
Forearm 1D6, Knee 1D6, Karate Kick 2D4, Axe Kick 2D6, Tripping/Leg
Hook (cannot be paired, must dodge or knockdown), All Holds, Knockout
on an unmodified roll of 20, and Critical strike on an unmodified roll of
18-20
Other Bonuses: 75% trust/intimidate
Educational Background: Educated and trained like a normal human.
Common Skills: Read-Write/Speak English 90%/93%
Physical Program: Boxing, Physical Labor, Body Building
& Weightlifting, and Athlete.
W.P. Modern Program: W.P. Rifle (+3 to aimed shot,
+1 to burst), W.P. Sub-machinegun (+3 to aimed shot, +1 to burst), and
W.P. Heavy Military Weapons (+3 to aimed shot, +1 to burst).
Secondary Skills: Hand to Hand: Expert, Prowl 55%,
Pilot: Automobile 78%, Track and Trap Animals 50%/60%, W.P. Sword
(+3 to strike, +2 to parry), W.P. Chain (+2 to strike, +1 to parry),
W.P. Targeting (+2 to throw), W.P. Blunt (+2 to strike and parry),
Climbing 60%/50%, Recognize Weapon Quality 30%, and Land Navigation
40%.
Money: He keeps all of his money in a suitcase that he carries
with him all the time (he trust no one). Within the suitcase is $19,150.
He has no idea that Labb Ratt has been short changing him for several
months.
Weapons:
M240G Machinegun, Range: 12,196 feet (3717 m)/on a
tripod mount 5808 feet (1770 m), Damage: 5D6, Feed: Disintegrating
7.62mm x 51 100 round linkless belt, Rate of Fire: Single shot, semi-
automatic, or full. This weapon comes with a flash suppressor, front sight,
carrying handle for the barrel, a buttstock, infantry length pistol grip,
bipod, and rear sight assembly.
Mini Uzi 9mm, Range: 500 feet (152 m), Damage: 3D6,
Feed: 25 round box mag, Rate of Fire: Single shot, semi-automatic, or full.
M16A2, Range: 1969 feet (600 m), Damage: 5D6,
Feed: 30 round detachable box mag, Rate of Fire: Single shot, 3 round,
semi-automatic, or full.
Kusari-Gama, 2D6, It has a +2 to disarm.
10 Shurikens, 1D4
Combat Bush Knife, 1D6
Equipment & Vehicles: Whatever he needs for a mission, Labb
Ratt will see to it that he has. White Rabbit will also steal whatever he
needs if he feels its important or relatively easy to acquire.
Real Name: White Rabbit
Occupation: Enforcer for the Ratt Pak
Alignment: Miscreant
Power Category: Mutant Animal (Rabbit)
Experience Level: 6th
Hit Points: 48 S.D.C.: 77
P.P.E.: 42
Appearance: A humanoid with a white rabbit head and hairless
body. His eyes are pointed forward. He is big, bulky, and muscular.
He wears a black leather mask over his head with a zipper over the
mouth (it’s always closed). He also wears knee high black leather boots.
There is a spiked dog collar with a master lock around his neck. He is
always heavily armed.
Attributes: I.Q. 13, M.E. 20, M.A. 16, P.S. 25, P.P. 24, P.E. 21, Spd. 24, P.B. 13
Age: He’s been humanoid for 14 months, Sex: Male,
Height: 6 foot and 5 inches (1.98 m), Weight: 205 lbs (92.25.5 kg)
Insanity: He’s deathly afraid of water. If he’s drenched, he’ll waste
an action/attack shaking himself dry.
Size Level: 10. Build: Medium.
Human Features: Hands (full), Biped (full), Speech (partial), Looks (partial).
Vestigial Disadvantages: Vestigial Ears and Diet: Herbivore, and a Cotton Tail.
Animal Psionics: Mind Trap: Reality Warp (special). White Rabbit
has a very powerful form of Mind Trap that can be used on as many
as four people simultaneously. He can distort the perception of reality.
All who are within 20 feet (6.1 m) of him whenever he engages in
combat must save vs. psionics or become confused and disoriented as
all their sensory perceptions begin to bend, twist, and swirl around.
Those who fail have all their combat bonuses, Spd, and skill proficiencies
reduce by one-half. Victims also lose their initiative and one melee
attack. All attempts to concentrate and focus will fail due to the
disorienting nature of the mind attack. Its effects last for 2D6 minutes.
This wild talent engages automatically without White Rabbit having to
trigger it or lose any actions. White Rabbit cannot create any other
mind trap illusion except for the Reality Warp. For some reason the
other members of the Ratt Pak are immune to this ability.
Combat Training: Expert
Attacks per Melee: 6 (2 initial and +3 from Hand to Hand +1 from boxing)
Combat Bonuses: +2 to initiative, +7 to strike, +11 to parry,
+11 to dodge, +10 to damage, +4 to roll with punch/fall, and +2 pull
punch.
Saving Throws: +12% to save vs. coma/death, +3 to save vs.
psionics and insanity, +3 to save vs. magic and poison.
Combat Skills: Punch 1D4, Power Blow 2D4 (2), Elbow &
Forearm 1D6, Knee 1D6, Karate Kick 2D4, Axe Kick 2D6, Tripping/Leg
Hook (cannot be paired, must dodge or knockdown), All Holds, Knockout
on an unmodified roll of 20, and Critical strike on an unmodified roll of
18-20
Other Bonuses: 75% trust/intimidate
Educational Background: Educated and trained like a normal human.
Common Skills: Read-Write/Speak English 90%/93%
Physical Program: Boxing, Physical Labor, Body Building
& Weightlifting, and Athlete.
W.P. Modern Program: W.P. Rifle (+3 to aimed shot,
+1 to burst), W.P. Sub-machinegun (+3 to aimed shot, +1 to burst), and
W.P. Heavy Military Weapons (+3 to aimed shot, +1 to burst).
Secondary Skills: Hand to Hand: Expert, Prowl 55%,
Pilot: Automobile 78%, Track and Trap Animals 50%/60%, W.P. Sword
(+3 to strike, +2 to parry), W.P. Chain (+2 to strike, +1 to parry),
W.P. Targeting (+2 to throw), W.P. Blunt (+2 to strike and parry),
Climbing 60%/50%, Recognize Weapon Quality 30%, and Land Navigation
40%.
Money: He keeps all of his money in a suitcase that he carries
with him all the time (he trust no one). Within the suitcase is $19,150.
He has no idea that Labb Ratt has been short changing him for several
months.
Weapons:
M240G Machinegun, Range: 12,196 feet (3717 m)/on a
tripod mount 5808 feet (1770 m), Damage: 5D6, Feed: Disintegrating
7.62mm x 51 100 round linkless belt, Rate of Fire: Single shot, semi-
automatic, or full. This weapon comes with a flash suppressor, front sight,
carrying handle for the barrel, a buttstock, infantry length pistol grip,
bipod, and rear sight assembly.
Mini Uzi 9mm, Range: 500 feet (152 m), Damage: 3D6,
Feed: 25 round box mag, Rate of Fire: Single shot, semi-automatic, or full.
M16A2, Range: 1969 feet (600 m), Damage: 5D6,
Feed: 30 round detachable box mag, Rate of Fire: Single shot, 3 round,
semi-automatic, or full.
Kusari-Gama, 2D6, It has a +2 to disarm.
10 Shurikens, 1D4
Combat Bush Knife, 1D6
Equipment & Vehicles: Whatever he needs for a mission, Labb
Ratt will see to it that he has. White Rabbit will also steal whatever he
needs if he feels its important or relatively easy to acquire.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
SPACE CASE
Real Name: Space Case
Occupation: Member of the Ratt Pak, Lover of Lab Ratt
Alignment: Miscreant
Power Category: Mutant Animal (Domestic Cat)
Experience Level: 4th
Hit Points: 37 S.D.C.: 56
P.P.E.: 38
Appearance: A busty feline humanoid (a redish brown American
shorthair) with heavy thighs, wide hips, large pointed ears on top of
her head, feline tail, narrow shoulders, slim muscular build and fur
covered body. She wears a blue one-piece bodysuit with boots.
Attributes: I.Q. 17, M.E. 20, M.A. 24, P.S. 20, P.P. 20, P.E. 19, Spd. 19, P.B. 20
Age: She’s been humanoid for 14 months, Sex: Female,
Height: 5 foot and 5 inches (1.65 m), Weight: 115 lbs (51.75 kg)
Size Level: 8. Build: Medium.
Human Features: Hands (full), Biped (full), Speech (full), Looks (partial).
Vestigial Disadvantages: Vestigial Tail, Diet: Carnivore, and Catnip Addiction.
Natural Weapons: Retractable Climbing Claws (2D6)
Animal Psionics: Bio-Manipulation: Stun (Space Out)-Special. Her
unique form of Bio-Manipulation: Stun allows her to attack multiple foes
at the same time, resulting in a cumulative loss of attacks. Each melee
round she can use her psionic attack up to 100 feet (30.5 m) away
from her and affect up to 20 targets as long as she can see them.
Victims must save vs. psionic attack or lose two attacks and initiative.
The attacks and initiative remain gone until the victim moves out of
her range or until she cancels her psionic influence. The victim feels
sluggish and dizzy, however, this has no effect on his or her combat
bonuses, just the lost of two attacks and initiative. She can use her
space out powers again the following melee to try to affect those
who failed the previous melee and reduce their attacks even more
so and/or affect new targets. If the victim fail to make the psionic
save again (with a -1 penalty), then he or she loses another attack
(lose of 3 attacks) and still has no initiative. This can be repeated
each melee (with accumulative -1 penalties) until the victim is reduced
to only ONE melee attack. Note: She can direct her powers at specific
individuals among a crowd or affect everyone. Whenever she uses
her powers, it’s accompanied by the smell of perfume mixed with
animal musk.
Combat Training: Basic
Attacks per Melee: 5 (2 initial and +3 from Hand to Hand)
Combat Bonuses: +3 to strike, +6 to parry, +6 to dodge, +5 to
damage, +7 to roll with punch/fall, and +2 pull punch.
Saving Throws: +8% to save vs. coma/death, +3 to save vs.
psionics and insanity, and +2 to save vs. magic and poison.
Combat Skills: Claws 2D6, Punch 1D4, Power Blow 2D4 (2),
Elbow/Forearm 1D6, Knee 1D6, Karate Kick 2D4, and Snap Kick 1D6.
Other Bonuses: +3% to all skills, 80% trust/intimidate, and 50%
charm/impress.
Educational Background: Educated and trained like a normal human.
Common Skills: Read-Write/Speak English 88%/92%
Physical Program: Gymnastics (Backflip 91%),
Acrobatics (Sense of Balance 93%), Climbing 98%, and Prowl 68%.
Criminal Program: Streetwise 49%, Pick Locks 63%,
Seduction 52%, Tailing 68%, and Pick Pocket 63%.
Secondary Skills: Hand to Hand: Basic, Pilot: Automobile
75%, First Aid 68%, Athlete, Housekeeping 58%, Palming 43%,
Land Navigation 55%, W.P. Handgun, Track & Trap Animals 33%/43%,
and Wardrobe & Grooming 61%.
Money: She has $20, 011 under the floor board of her room at the Ratt Pack secret lair.
Weapons:
Lady-like, Pearl handled .38 revolver, Range: 164 feet
(50 m), Damage: 3D6, Feed: 6 chamber side-loading cylinder, Rate of
Fire: Single shot. This weapon is perfectly balanced (+3 to aimed shots)
and has a recoil diminisher.
Equipment & Vehicles: Whatever she needs Labb Ratt will see to it that she gets it. [/b]
Real Name: Space Case
Occupation: Member of the Ratt Pak, Lover of Lab Ratt
Alignment: Miscreant
Power Category: Mutant Animal (Domestic Cat)
Experience Level: 4th
Hit Points: 37 S.D.C.: 56
P.P.E.: 38
Appearance: A busty feline humanoid (a redish brown American
shorthair) with heavy thighs, wide hips, large pointed ears on top of
her head, feline tail, narrow shoulders, slim muscular build and fur
covered body. She wears a blue one-piece bodysuit with boots.
Attributes: I.Q. 17, M.E. 20, M.A. 24, P.S. 20, P.P. 20, P.E. 19, Spd. 19, P.B. 20
Age: She’s been humanoid for 14 months, Sex: Female,
Height: 5 foot and 5 inches (1.65 m), Weight: 115 lbs (51.75 kg)
Size Level: 8. Build: Medium.
Human Features: Hands (full), Biped (full), Speech (full), Looks (partial).
Vestigial Disadvantages: Vestigial Tail, Diet: Carnivore, and Catnip Addiction.
Natural Weapons: Retractable Climbing Claws (2D6)
Animal Psionics: Bio-Manipulation: Stun (Space Out)-Special. Her
unique form of Bio-Manipulation: Stun allows her to attack multiple foes
at the same time, resulting in a cumulative loss of attacks. Each melee
round she can use her psionic attack up to 100 feet (30.5 m) away
from her and affect up to 20 targets as long as she can see them.
Victims must save vs. psionic attack or lose two attacks and initiative.
The attacks and initiative remain gone until the victim moves out of
her range or until she cancels her psionic influence. The victim feels
sluggish and dizzy, however, this has no effect on his or her combat
bonuses, just the lost of two attacks and initiative. She can use her
space out powers again the following melee to try to affect those
who failed the previous melee and reduce their attacks even more
so and/or affect new targets. If the victim fail to make the psionic
save again (with a -1 penalty), then he or she loses another attack
(lose of 3 attacks) and still has no initiative. This can be repeated
each melee (with accumulative -1 penalties) until the victim is reduced
to only ONE melee attack. Note: She can direct her powers at specific
individuals among a crowd or affect everyone. Whenever she uses
her powers, it’s accompanied by the smell of perfume mixed with
animal musk.
Combat Training: Basic
Attacks per Melee: 5 (2 initial and +3 from Hand to Hand)
Combat Bonuses: +3 to strike, +6 to parry, +6 to dodge, +5 to
damage, +7 to roll with punch/fall, and +2 pull punch.
Saving Throws: +8% to save vs. coma/death, +3 to save vs.
psionics and insanity, and +2 to save vs. magic and poison.
Combat Skills: Claws 2D6, Punch 1D4, Power Blow 2D4 (2),
Elbow/Forearm 1D6, Knee 1D6, Karate Kick 2D4, and Snap Kick 1D6.
Other Bonuses: +3% to all skills, 80% trust/intimidate, and 50%
charm/impress.
Educational Background: Educated and trained like a normal human.
Common Skills: Read-Write/Speak English 88%/92%
Physical Program: Gymnastics (Backflip 91%),
Acrobatics (Sense of Balance 93%), Climbing 98%, and Prowl 68%.
Criminal Program: Streetwise 49%, Pick Locks 63%,
Seduction 52%, Tailing 68%, and Pick Pocket 63%.
Secondary Skills: Hand to Hand: Basic, Pilot: Automobile
75%, First Aid 68%, Athlete, Housekeeping 58%, Palming 43%,
Land Navigation 55%, W.P. Handgun, Track & Trap Animals 33%/43%,
and Wardrobe & Grooming 61%.
Money: She has $20, 011 under the floor board of her room at the Ratt Pack secret lair.
Weapons:
Lady-like, Pearl handled .38 revolver, Range: 164 feet
(50 m), Damage: 3D6, Feed: 6 chamber side-loading cylinder, Rate of
Fire: Single shot. This weapon is perfectly balanced (+3 to aimed shots)
and has a recoil diminisher.
Equipment & Vehicles: Whatever she needs Labb Ratt will see to it that she gets it. [/b]
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
BRAIN DRAIN
Real Name: Brain Drain
Occupation: Member of the Ratt Pak,
Alignment: Aberrant
Power Category: Mutant Animal (Hamster)/Robot Vehicle
Experience Level: 6th
P.P.E.: 10 for his brain only
Appearance: A bulky, lumbering machine that houses her brain.
Attributes: I.Q. 27, M.E. 22, M.A. 15, P.S. 24 (robotic), P.P. 20, P.E. na, Spd. 22, P.B. 8
Age: She’s been a mutant brain for two years, a robot for 16
months, Sex: Female, Height: 6 foot and 6 inches (1.98 m),
Weight: 1000 lbs (450 kg)
Animal Psionics: Bio-Manipulation: Paralysis, Mind Block, and
Danger Sense.
Combat Training: Expert
Attacks per Melee: 4 (2 initial and +3 from Hand to Hand)
Combat Bonuses: +7 to initiative, +5 to strike (+3 with built in
weapons), +9 to parry, +8 to dodge, +9 to damage, +2 to roll with
punch/fall, and +2 pull punch.
Saving Throws: She needs a 12 or better to save vs. psionics, +5
to save vs. magic, +7 to save vs. psionics, and +5 to save vs. insanity.
She is impervious to organic attacks (poison, gases, toxins, and air born
infections).
Combat Skills: Punch 2D4, Power Blow 4D4 (2), Forearm 2D6, Critical strike on an unmodified roll of 18-20
Other Bonuses: +13% to all skills.
Educational Background: High trained and educated as a specialist.
Common Skills: Read-Write/Speak English 98%/98%,
Mathematics: Basic 98%, Pilot: Automobile 91%, and Pilot: Robot & Power
Armor 97%
Electrical Program: Electrical Engineer 98%, Basic
Mechanics 98%, Computer Operation 98%, and Robot/Bioware Electronics
53%.
Vehicle Mechanical Program: Automotive Mechanics
98%, Aircraft Mechanics 98%, Basic Electronics 93%, and Mechanical
Engineer 93%.
Computer Programming: Computer Programming 98%
and Computer Repairs 93%.
Secondary Skills: Hand to Hand: Expert, Radio: Basic
93%, T.V./Video 78%, Mathematics: Advance 89&, Astronomy &
Navigation 73%, Jury-Rig 68%, Research 83%, General Repair &
Maintenance 88%, Pilot: Trucks 93%, Pilot Tracked Vehicles 92%,
Photography 68%, W.P. Rifle (+1 for aimed shots), and W.P. Blunt (+1 to
strike and parry).
Money: All of her money she has deposited in a bank thus enabling
her to make online purchases. Presently she has $17,110 in her account.
Weapons: The Robot Vehicle
LEFT ARM. The following weapons are built-in.
Sub-machinegun, Range: 160 feet (48.7 m), Damage: 2D6,
Feed: 200 round payload, Rate of Fire: Single shot, semi-automatic, or
full. She can fire 4 long bursts or 8 short bursts.
7.62mm Machinegun, Range: 3000 feet (914 m), Damage: 5D6, Feed: 600 round payload, Rate of Fire: Full automatic only.
She can fire 4 long bursts or 8 short bursts.
Flame Thrower, Range: 60 feet (18.2 m), Damage: 3D6,
plus a 01-60% chance of setting combustibles ablaze, Feed: 20 blasts,
Rate of Fire: 5 short busts per melee, each counts as one melee attack.
RIGHT RAM.
Plasma Ejector, Range: 1000 feet (304 m), Damage:
1D4x10, Feed: 12 blast payload, needs 12 hours to rechage, Rate of Fire:
Single shot.
CHEST
Twin Sub-Machineguns, Range: 160 feet (48.7 m),
Damage: 4D6, Feed: 100 rounds, Rate of Fire: Single shot, semi-
automatic, or full. She can fire 2 long burst or 4 short bursts.
Equipment & Vehicles:
Teleportation Device, This device is located at the Ratt
Pak’s lair, but each member has a small teleport transceiver, which
can instantly teleport him or her back to the lair at the touch of a button.
The teleportation system is essentially one-way. It has a range of 500
miles (800 km). However, the teleport transceiver can be activated
to teleport a user 100 feet (30 m) away. This is only good enough to
teleport them out of the underground bunker into the basement or to a
floor or two within the movie studio.
Subliminal Message Generators, These devices are
essentially video/digital cameras that shoot short pulses of light while
the owner speaks into a microphone. Afterward, the recorded images
can be viewed at any time just like a normal camera; however, the
user will obey the subliminal “hypnotic suggestion(s)” as instructed by
the person who spoke into the microphone while image was being
recorded. The instructions can have nothing to do with the recorded
image. The message can be as detailed and as elaborate as the
recorder wishes. For example, while viewing the recorded image of
a family picnic, those watching hear within their head, “When the
sunsets you will take the #2 bus to the corner of Jefferson and 10th
street, you get off the bus, find the nearest empty park bench, stand
on top if it, take off your pants, and sing the song Twinkle, Twinkle
Little Star.” This is of course a psionic attack and must be saved
against accordingly. There is no time limit on when the subliminal
message must be performed. It can be done immediately or locked
within the victim’s mind for days, weeks, or years, depending upon
when the recorder wants the victim to perform the action. The hypnotic
suggestions are essentially the same as the psionic power, only
greatly amplified with no duration or time limit. Preventing the person
from completing the “mental task” can only be done by restraining
them or by causing them to miss a particular task or set of instructions.
For example, if the person is made to miss the #2 bus mentioned earlier.
The suggestion effects all who view the image (sound is not required).
Brain Drain’s Robot Body
Type: Vehicle/Humanoid Combo Body Style
Body Frame: Reinforced
Dimensions: Height: 6 foot and 6 inch (1.98 m), Weight: 1000 lbs (450 kg)
Power Supply: Fusion Power System.
Legs: Two Humanoid. Speed 15.4 mph (24.7 km).
Arms: Two Humanoid; Robotic/Superhuman P.S. 24, P.P. 20. He
also has two concealed utility arms in the chest. Their P.S. is 12.
Audio System: Basic Listening System, Audio Recorder, and Single
Voice Synthesizer
Optics: Advance Robot Optics Systems, External Video and Audio
Surveillance System, Video Receiver and Transmitter, Targeting Sight,
and Camera Eye.
Sensors: Bio-Scan, Medical Survey Unit, Combat Computer, Micro-
Radar, and Radiation Detector.
Special Pilot Operating System: Modified Telemental Unit (Because
Brain Drain is a brain he can’t wear a helmet, so the network or electrodes
and impulse receivers are wired directly into his brain), Reinforced Pilot’s
Compartment (A.R. 19, 300 S.D.C.), Escape Capsule (the pilot
compartments/brain housing is able to detach from the robot body and
fly away (Spd 50 mph/80.5 km), Pressurized Cabin, Life Support Unit,
Radiation Shielding, Floatation Device (for the Pilot’s Compartment only),
C.D./Satellite Radio System.
Miscellaneous: Four secret compartments
Armor Rating (A.R.): 12
S.D.C.: 900
Cumulative Robot Bonuses: See Combat Bonuses: However if he
chooses to engage his infrared laser targeting, he gains a +3 to strike with
range/throwing weapons.
Total Cost: $11 million+
Spider Robots (these are actually remote probes) made to look like
spiders.
P.S. 6, P.P. 10, Spd: 22 mph (35. 4 km). Attacks per
Melee: Two; +1 to strike, parry, and dodge. They can climb almost any
surface (Climbing 85%) and have a remarkable sense of balance (82%).
Damage: 1D6; not designed for combat.
A.R.: 10, S.D.C.: 50
Note: These remote probe have simple programs for
assistance, light labor, and can function as security guards. They answer
only to Brain Drain.
Real Name: Brain Drain
Occupation: Member of the Ratt Pak,
Alignment: Aberrant
Power Category: Mutant Animal (Hamster)/Robot Vehicle
Experience Level: 6th
P.P.E.: 10 for his brain only
Appearance: A bulky, lumbering machine that houses her brain.
Attributes: I.Q. 27, M.E. 22, M.A. 15, P.S. 24 (robotic), P.P. 20, P.E. na, Spd. 22, P.B. 8
Age: She’s been a mutant brain for two years, a robot for 16
months, Sex: Female, Height: 6 foot and 6 inches (1.98 m),
Weight: 1000 lbs (450 kg)
Animal Psionics: Bio-Manipulation: Paralysis, Mind Block, and
Danger Sense.
Combat Training: Expert
Attacks per Melee: 4 (2 initial and +3 from Hand to Hand)
Combat Bonuses: +7 to initiative, +5 to strike (+3 with built in
weapons), +9 to parry, +8 to dodge, +9 to damage, +2 to roll with
punch/fall, and +2 pull punch.
Saving Throws: She needs a 12 or better to save vs. psionics, +5
to save vs. magic, +7 to save vs. psionics, and +5 to save vs. insanity.
She is impervious to organic attacks (poison, gases, toxins, and air born
infections).
Combat Skills: Punch 2D4, Power Blow 4D4 (2), Forearm 2D6, Critical strike on an unmodified roll of 18-20
Other Bonuses: +13% to all skills.
Educational Background: High trained and educated as a specialist.
Common Skills: Read-Write/Speak English 98%/98%,
Mathematics: Basic 98%, Pilot: Automobile 91%, and Pilot: Robot & Power
Armor 97%
Electrical Program: Electrical Engineer 98%, Basic
Mechanics 98%, Computer Operation 98%, and Robot/Bioware Electronics
53%.
Vehicle Mechanical Program: Automotive Mechanics
98%, Aircraft Mechanics 98%, Basic Electronics 93%, and Mechanical
Engineer 93%.
Computer Programming: Computer Programming 98%
and Computer Repairs 93%.
Secondary Skills: Hand to Hand: Expert, Radio: Basic
93%, T.V./Video 78%, Mathematics: Advance 89&, Astronomy &
Navigation 73%, Jury-Rig 68%, Research 83%, General Repair &
Maintenance 88%, Pilot: Trucks 93%, Pilot Tracked Vehicles 92%,
Photography 68%, W.P. Rifle (+1 for aimed shots), and W.P. Blunt (+1 to
strike and parry).
Money: All of her money she has deposited in a bank thus enabling
her to make online purchases. Presently she has $17,110 in her account.
Weapons: The Robot Vehicle
LEFT ARM. The following weapons are built-in.
Sub-machinegun, Range: 160 feet (48.7 m), Damage: 2D6,
Feed: 200 round payload, Rate of Fire: Single shot, semi-automatic, or
full. She can fire 4 long bursts or 8 short bursts.
7.62mm Machinegun, Range: 3000 feet (914 m), Damage: 5D6, Feed: 600 round payload, Rate of Fire: Full automatic only.
She can fire 4 long bursts or 8 short bursts.
Flame Thrower, Range: 60 feet (18.2 m), Damage: 3D6,
plus a 01-60% chance of setting combustibles ablaze, Feed: 20 blasts,
Rate of Fire: 5 short busts per melee, each counts as one melee attack.
RIGHT RAM.
Plasma Ejector, Range: 1000 feet (304 m), Damage:
1D4x10, Feed: 12 blast payload, needs 12 hours to rechage, Rate of Fire:
Single shot.
CHEST
Twin Sub-Machineguns, Range: 160 feet (48.7 m),
Damage: 4D6, Feed: 100 rounds, Rate of Fire: Single shot, semi-
automatic, or full. She can fire 2 long burst or 4 short bursts.
Equipment & Vehicles:
Teleportation Device, This device is located at the Ratt
Pak’s lair, but each member has a small teleport transceiver, which
can instantly teleport him or her back to the lair at the touch of a button.
The teleportation system is essentially one-way. It has a range of 500
miles (800 km). However, the teleport transceiver can be activated
to teleport a user 100 feet (30 m) away. This is only good enough to
teleport them out of the underground bunker into the basement or to a
floor or two within the movie studio.
Subliminal Message Generators, These devices are
essentially video/digital cameras that shoot short pulses of light while
the owner speaks into a microphone. Afterward, the recorded images
can be viewed at any time just like a normal camera; however, the
user will obey the subliminal “hypnotic suggestion(s)” as instructed by
the person who spoke into the microphone while image was being
recorded. The instructions can have nothing to do with the recorded
image. The message can be as detailed and as elaborate as the
recorder wishes. For example, while viewing the recorded image of
a family picnic, those watching hear within their head, “When the
sunsets you will take the #2 bus to the corner of Jefferson and 10th
street, you get off the bus, find the nearest empty park bench, stand
on top if it, take off your pants, and sing the song Twinkle, Twinkle
Little Star.” This is of course a psionic attack and must be saved
against accordingly. There is no time limit on when the subliminal
message must be performed. It can be done immediately or locked
within the victim’s mind for days, weeks, or years, depending upon
when the recorder wants the victim to perform the action. The hypnotic
suggestions are essentially the same as the psionic power, only
greatly amplified with no duration or time limit. Preventing the person
from completing the “mental task” can only be done by restraining
them or by causing them to miss a particular task or set of instructions.
For example, if the person is made to miss the #2 bus mentioned earlier.
The suggestion effects all who view the image (sound is not required).
Brain Drain’s Robot Body
Type: Vehicle/Humanoid Combo Body Style
Body Frame: Reinforced
Dimensions: Height: 6 foot and 6 inch (1.98 m), Weight: 1000 lbs (450 kg)
Power Supply: Fusion Power System.
Legs: Two Humanoid. Speed 15.4 mph (24.7 km).
Arms: Two Humanoid; Robotic/Superhuman P.S. 24, P.P. 20. He
also has two concealed utility arms in the chest. Their P.S. is 12.
Audio System: Basic Listening System, Audio Recorder, and Single
Voice Synthesizer
Optics: Advance Robot Optics Systems, External Video and Audio
Surveillance System, Video Receiver and Transmitter, Targeting Sight,
and Camera Eye.
Sensors: Bio-Scan, Medical Survey Unit, Combat Computer, Micro-
Radar, and Radiation Detector.
Special Pilot Operating System: Modified Telemental Unit (Because
Brain Drain is a brain he can’t wear a helmet, so the network or electrodes
and impulse receivers are wired directly into his brain), Reinforced Pilot’s
Compartment (A.R. 19, 300 S.D.C.), Escape Capsule (the pilot
compartments/brain housing is able to detach from the robot body and
fly away (Spd 50 mph/80.5 km), Pressurized Cabin, Life Support Unit,
Radiation Shielding, Floatation Device (for the Pilot’s Compartment only),
C.D./Satellite Radio System.
Miscellaneous: Four secret compartments
Armor Rating (A.R.): 12
S.D.C.: 900
Cumulative Robot Bonuses: See Combat Bonuses: However if he
chooses to engage his infrared laser targeting, he gains a +3 to strike with
range/throwing weapons.
Total Cost: $11 million+
Spider Robots (these are actually remote probes) made to look like
spiders.
P.S. 6, P.P. 10, Spd: 22 mph (35. 4 km). Attacks per
Melee: Two; +1 to strike, parry, and dodge. They can climb almost any
surface (Climbing 85%) and have a remarkable sense of balance (82%).
Damage: 1D6; not designed for combat.
A.R.: 10, S.D.C.: 50
Note: These remote probe have simple programs for
assistance, light labor, and can function as security guards. They answer
only to Brain Drain.
- Reagren Wright
- Palladium Books® Freelance Writer
- Posts: 3240
- Joined: Sun Feb 10, 2002 2:01 am
- Comment: The greatest part of the writer's time is spent in reading, in order to write: a man will turn over half a library to make one book. - Samuel Johnson, 1775
- Location: LaPorte, In USA
LOUNGE LIZARD
Real Name: Lounge Lizard
Occupation: Member of the Ratt Pak
Alignment: Miscreant
Power Category: Mutant Animal (Lizard)
Experience Level: 5th
Hit Points: 38 S.D.C.: 35
P.P.E.: 30
Appearance: He is a lizard man with a long, skinny body, skinny
arms and legs; a short, tail, large head and eyes, and bright green
scales. He wears a sequined purple tuxedo (he dressed like a lounge
singer).
Attributes: I.Q. 17, M.E. 20, M.A. 22, P.S. 18, P.P. 19, P.E. 15,
Spd. 15, P.B. 11
Age: She’s been humanoid for 16 months, Sex: Male,
Height: 6 foot and 5 inches (1.98 m), Weight: 190 lbs (85.5 kg)
Size Level: 10. Build: Long.
Human Features: Hands (full), Biped (full), Speech (full), Looks
(partial).
Vestigial Disadvantages: Vestigial Tail, Diet: Insectivore, and
Reptile Brain: Predator.
Animal Psionics: Hypnotic Suggestion, Telepathic Transmission,
and Mind Trap: Traitor (special). He uses a unique combination of Mind
Trap and Hypnotic Suggestion to make his enemies betray one another.
He uses the Mind Trap to make the victim sees his friend as his
greatest enemy. At the same time, he uses his Hypnotic Suggestion
to tell the victim, “You have a chance to crush your greatest enemy!
Do so!” He can use both psionic powers simultaneously (requiring only
one saving throw), but he must sacrifice one attack per round to keep
up the illusion, and can only use it on one person at a time.
Combat Training: Expert
Attacks per Melee: 5 (2 initial and +3 from Hand to Hand)
Combat Bonuses: +2 to initiative, +4 to strike, +5 to parry, +5 to
dodge, +3 to damage, +2 to roll with punch/fall, and +2 pull punch.
Saving Throws: He needs a 12 or better to save vs. psionics and
+3 to save vs. psionics and insanity.
Combat Skills: Punch 1D4, Power Blow 2D4 (2), Elbow &
Forearm 1D6, Knee 1D6, Karate Kick 2D4, Snap Kick 1D6, Tripping/Leg
Hook (cannot be paired, must dodge or knockdown), and All Holds.
Other Bonuses: +3% to all skills and 70% trust/intimidate
Educational Background: Educated and trained like a normal human.
Common Skills: Read-Write/Speak English 93%/96%
Domestic Program: Mathematics: Basic 98%, Play Piano
73%, Singing 73%, and Dance 68%.
Professional Thief Program: Locksmith 73%, Prowl 63%,
Climbing 78%/68%, Surveillance 68%, and Basic Electronics 68%.
Secondary Skills: Hand to Hand: Expert, Pilot:
Automobile 78%, Streetwise 43%, W.P. Handgun (+2 to aimed shots),
W.P. Rifle (+3 to aimed shots/+1 to burst), W.P. Knife (+2 to strike,
+2 to parry, +2 to throw), Basic Mechanics 68%, Performance 43%,
and Public Speaking 68%.
Money: He has $31,050 hidden away in a hidden spot in the
underground lair.
Weapons:
Springfield M1903 Rifle, Range: 1815 (550 m), Damage:
4D6, Feed: 5-round stripper clip, internal box magazine, Rate of Fire:
Single shot.
Browning Hi-Power Mark 3, Range: 165 (50 m),
Damage: 3D6, Feed: 13-round round box, Rate of Fire: Single shot or
Semi-Automatic.
Equipment & Vehicles: He steals whatever he needs or the Ratt Pak requires. He also never goes anywhere without his suit.
Real Name: Lounge Lizard
Occupation: Member of the Ratt Pak
Alignment: Miscreant
Power Category: Mutant Animal (Lizard)
Experience Level: 5th
Hit Points: 38 S.D.C.: 35
P.P.E.: 30
Appearance: He is a lizard man with a long, skinny body, skinny
arms and legs; a short, tail, large head and eyes, and bright green
scales. He wears a sequined purple tuxedo (he dressed like a lounge
singer).
Attributes: I.Q. 17, M.E. 20, M.A. 22, P.S. 18, P.P. 19, P.E. 15,
Spd. 15, P.B. 11
Age: She’s been humanoid for 16 months, Sex: Male,
Height: 6 foot and 5 inches (1.98 m), Weight: 190 lbs (85.5 kg)
Size Level: 10. Build: Long.
Human Features: Hands (full), Biped (full), Speech (full), Looks
(partial).
Vestigial Disadvantages: Vestigial Tail, Diet: Insectivore, and
Reptile Brain: Predator.
Animal Psionics: Hypnotic Suggestion, Telepathic Transmission,
and Mind Trap: Traitor (special). He uses a unique combination of Mind
Trap and Hypnotic Suggestion to make his enemies betray one another.
He uses the Mind Trap to make the victim sees his friend as his
greatest enemy. At the same time, he uses his Hypnotic Suggestion
to tell the victim, “You have a chance to crush your greatest enemy!
Do so!” He can use both psionic powers simultaneously (requiring only
one saving throw), but he must sacrifice one attack per round to keep
up the illusion, and can only use it on one person at a time.
Combat Training: Expert
Attacks per Melee: 5 (2 initial and +3 from Hand to Hand)
Combat Bonuses: +2 to initiative, +4 to strike, +5 to parry, +5 to
dodge, +3 to damage, +2 to roll with punch/fall, and +2 pull punch.
Saving Throws: He needs a 12 or better to save vs. psionics and
+3 to save vs. psionics and insanity.
Combat Skills: Punch 1D4, Power Blow 2D4 (2), Elbow &
Forearm 1D6, Knee 1D6, Karate Kick 2D4, Snap Kick 1D6, Tripping/Leg
Hook (cannot be paired, must dodge or knockdown), and All Holds.
Other Bonuses: +3% to all skills and 70% trust/intimidate
Educational Background: Educated and trained like a normal human.
Common Skills: Read-Write/Speak English 93%/96%
Domestic Program: Mathematics: Basic 98%, Play Piano
73%, Singing 73%, and Dance 68%.
Professional Thief Program: Locksmith 73%, Prowl 63%,
Climbing 78%/68%, Surveillance 68%, and Basic Electronics 68%.
Secondary Skills: Hand to Hand: Expert, Pilot:
Automobile 78%, Streetwise 43%, W.P. Handgun (+2 to aimed shots),
W.P. Rifle (+3 to aimed shots/+1 to burst), W.P. Knife (+2 to strike,
+2 to parry, +2 to throw), Basic Mechanics 68%, Performance 43%,
and Public Speaking 68%.
Money: He has $31,050 hidden away in a hidden spot in the
underground lair.
Weapons:
Springfield M1903 Rifle, Range: 1815 (550 m), Damage:
4D6, Feed: 5-round stripper clip, internal box magazine, Rate of Fire:
Single shot.
Browning Hi-Power Mark 3, Range: 165 (50 m),
Damage: 3D6, Feed: 13-round round box, Rate of Fire: Single shot or
Semi-Automatic.
Equipment & Vehicles: He steals whatever he needs or the Ratt Pak requires. He also never goes anywhere without his suit.